Game machine
The gaming machine optimizes the execution timing of prediction effects to reduce temporary processing load by determining the execution pattern of these effects based on acquired information, addressing the issue of increased load during hold information acquisition.
Patent Information
- Application Number
- JP2024004617
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-16
- Publication Date
- 2025-07-29
AI Technical Summary
The processing load temporarily increases when determining whether to execute prediction effects in gaming machines due to the frequent acquisition of hold information.
A gaming machine that includes effect determination means for determining the execution pattern of prediction effects based on acquired information, allowing the first prediction effect to be executed during ongoing variation processing and the second prediction effect to be started after the next variation process, thereby reducing the temporary processing load.
This approach effectively suppresses the temporary increase in processing load by optimizing the execution timing of prediction effects.
Smart Images

Figure 2025110661000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as shown in, for example, Patent Document 1, there is known a gaming machine in which hold information is acquired based on the entry of a game ball into a start port, and variable processing is executed based on the acquired hold information. In such a gaming machine, a plurality of types of prediction effects are provided, and when hold information is acquired, whether or not to execute each prediction effect and the execution pattern are determined.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The lottery process for determining whether or not to execute a prediction effect and the execution pattern is executed for each type of prediction effect. Therefore, there is a problem that the processing load when hold information is acquired temporarily increases.
[0005] An object of the present invention is to provide a gaming machine capable of suppressing a temporary increase in processing load.
Means for Solving the Problems
[0006] To solve the above problems, the gaming machine of the present invention includes a game board provided with a start area into which a game ball can enter, information acquisition means for acquiring predetermined information based on the entry of the game ball into the start area, symbol determination means for determining a stop symbol based on the predetermined information, Variation processing means for variably displaying symbols on a symbol display section and executing a variation process for causing the stop symbol to be stopped and displayed on the symbol display section when a predetermined variation time has elapsed; Game benefit awarding means for awarding a game benefit to a player when a predetermined stop symbol is stopped and displayed on the symbol display section; Effect determination means for determining the presence or absence of execution of a plurality of types of prediction effects including at least a first prediction effect and a second prediction effect, and an execution pattern of the prediction effect to be executed, based on the acquired predetermined information; Effect execution means for executing the prediction effect with the determined execution pattern; Comprising; The effect determination means: When the predetermined information is acquired during the variation process, the execution pattern of the first prediction effect can be determined at a first timing from when the predetermined information is acquired until the end of the ongoing variation process; The execution pattern of the second prediction effect can be determined at a second timing after the first timing and until the start of the next variation process of the variation process being executed when the predetermined information is acquired. Characterized by this.
[0007] Also, the first timing is when receiving a command transmitted based on the acquisition of the predetermined information; The second timing may be when receiving a command transmitted based on the stop symbol being stopped and displayed in the variation process being executed when the predetermined information is acquired, or when receiving a command transmitted at the start of the next variation process.
[0008] The first prediction effect can be started during the variation process being executed when the predetermined information is acquired; The second prediction effect may be able to be started after the start of the next variation process.
Advantages of the Invention
[0009] According to the present invention, it is possible to suppress an increase in the temporary processing load.
Brief Description of the Drawings
[0010]
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Mode for Carrying Out the Invention
[0011] With reference to the accompanying drawings, preferred embodiments of the present invention will be described in detail below. 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 functions and configurations are denoted by the same reference numerals to avoid redundant description, and elements not directly related to the present invention are not shown.
[0012] To facilitate the understanding of the embodiments of the present invention, the mechanical configuration, electrical configuration, and specific processing on each substrate of the gaming machine according to this embodiment will be described.
[0013] 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.
[0014] Similar to the outer frame 102, the middle frame 104 has an enclosed space formed by four sides assembled in a substantially rectangular shape, and a game board 108 is held in this enclosed space. Further, a transparent plate 110 made of glass or resin is held on the front frame 106. When the middle frame 104 and the front frame 106 are closed with respect to the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially in parallel while maintaining a predetermined interval, and the game board 108 is visible through the transparent plate 110 from the front side of the gaming machine 100.
[0015] FIG. 2 is a front view of the gaming machine 100 according to the present embodiment. As shown in this figure, an operation handle 112 protruding toward the front side of the gaming machine 100 is provided at the lower part of the front frame 106. This operation handle 112 is provided so that a player can rotate it. When the player rotates the operation handle 112 to perform a firing operation, a game ball is fired by a firing mechanism (not shown) with an intensity corresponding to the rotation angle of the operation handle 112. The game ball fired in this way rises between the rails 114a and 114b provided on the game board 108 and is guided to the game area 116.
[0016] 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.
[0017] The game area 116 includes a first game area 116a and a second game area 116b in which the degrees of entry of the game balls differ from each other according to the firing intensity of the firing mechanism. The first game area 116a is located on the left side of the game area 116 as viewed from the player facing the gaming machine 100, and the second game area 116b is located on the right side of the game area 116 as viewed from the player facing the gaming machine 100. Since the rails 114a and 114b are on the left side of the game area 116, the game ball fired with a firing intensity less than a predetermined intensity by the firing mechanism enters the first game area 116a, and the game ball fired with a firing intensity equal to or greater than the predetermined intensity enters the second game area 116b.
[0018] In addition, in the game area 116, a general winning opening 118, a first start opening 120, and a second start opening 122 into which game balls can enter are provided. When game balls enter these general winning opening 118, first start opening 120, and second start opening 122, predetermined prize balls are paid out to the player. Note that the number of prize balls may be any number as long as it is 1 or more, and the number of prize balls paid out at each of the general winning opening 118, first start opening 120, and second start opening 122 may be different, or may be set to the same number of prize balls. At this time, it is also possible to set the number of prize balls paid out when a game ball enters the first start opening 120 to be less than the number of prize balls paid out when a game ball enters the second start opening 122.
[0019] Note that, as will be described in detail later, a first start area is provided inside the first start opening 120, and a second start area is provided inside the second start opening 122. Then, when a game ball enters the first start opening 120 or the second start opening 122 and the game ball enters the first start area or the second start area, a lottery is conducted to determine one of a plurality of special symbols provided in advance. Various game benefits such as whether a 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 obtain an opportunity to acquire the right to receive various game benefits.
[0020] 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.
[0021] Further, the second starting port 122 is located in the second game area 116b, and only the game balls flowing down in the second game area 116b can enter, or the game balls that have entered the second game area 116b are arranged at a position where they are more likely to enter than the game balls that have entered the first game area 116a. This second starting port 122 is constituted by a variable starting port (starting variable winning device) having a movable piece 122b, and the easiness of entry of game balls into the second starting port 122 is variable.
[0022] Specifically, in the second starting port 122, the movable piece 122b is provided so as to be openable and closable. When the movable piece 122b is in the closed state, it is impossible or difficult for game balls to enter the second starting port 122. Although the specific configuration of the second starting port 122 is not particularly limited, here, the movable piece 122b is assumed to be immersed in the back side of the game board 108 in the closed state and protrude to the front side of the game board 108 in the open state. In the closed state where the movable piece 122b is immersed, the second starting port 122 is closed, and the game balls flow down the front side of the second starting port 122.
[0023] 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 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.
[0024] 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. In this way, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray for guiding the game balls to the second starting port 122, facilitating the entry of the game balls into the second starting port 122.
[0025] 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 game balls to enter the first large winning port 126. On the other hand, when the above-mentioned minor hit game is executed, the opening / closing door 126b is opened, and the opening / closing door 126b functions as a tray, enabling game balls to enter the first large winning port 126. When a game ball enters the first large winning port 126, a predetermined number of prize balls are paid out to the player.
[0026] 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 game balls to enter the second large winning port 128. On the other hand, when the above-mentioned major role game is executed, the opening / closing door 128b is opened, and the opening / closing door 128b functions as a tray, enabling game balls to enter the second large winning port 128. When a game ball enters the second large winning port 128, a predetermined number of prize balls are paid out to the player. Incidentally, the first large winning port 126 and the second large winning port 128 are collectively simply referred to as the large winning port.
[0027] 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.
[0028] And in the gaming machine 100, as an effect device that performs effects during the progress of the game, there are provided an effect display device 200 composed of a liquid crystal display device, an effect character device 202 composed of a movable device, an effect lighting device 204 composed of lamps controlled in various lighting modes and emission colors, an audio output device 206 composed of a speaker, and an effect button 208 that receives the operation of the player.
[0029] The effect display device 200 includes a main effect display unit 200a and a sub-effect display unit 201a each composed of an image display unit that displays an image. The main effect display unit 200a is arranged at a substantially central portion of the game board 108 so as to be visible from the front side of the gaming machine 100. On this main effect display unit 200a, as shown in the figure, effect symbols 210a, 210b, and 210c are variably displayed, and a variable effect is executed in which the jackpot lottery result is notified to the player according to the stop display mode of each of these effect symbols 210a, 210b, and 210c. Further, the sub-effect display unit 201a is provided above the main effect display unit 200a, and an auxiliary effect image is displayed during the variable effect.
[0030] The effect character device 202 is arranged in front of the main effect display unit 200a and usually retracts to the back side of the game board 108, but moves to the front of the main effect display unit 200a during the variable display of the above-described effect symbols 210a, 210b, and 210c to give the player a sense of expectation of a big win.
[0031] The effect lighting device 204 is provided on the effect character device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the image etc. displayed on the main effect display unit 200a.
[0032] 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 in accordance with the image etc. displayed on the main effect display unit 200a.
[0033] 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 operation of the player is accepted within the operation valid time, various performances are executed according to the operation.
[0034] 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.
[0035] In addition, reference numeral 132 in the figure is an upper tray into which prize balls paid out from the gaming machine 100 or gaming balls lent out from the gaming ball lending device are guided. When this upper tray 132 is filled with gaming balls, the gaming balls are guided to the lower tray 134. Further, a ball discharge hole (not shown) for discharging gaming balls from the lower tray 134 is formed on the bottom surface of the lower tray 134. 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 tray 134.
[0036] Also, on the game board 108, outside the game area 116 and at a position visible to the player, a first special symbol display 160, a second special symbol display 162, a first special symbol hold display 164, a second special symbol hold display 166, a normal symbol display 168, a normal symbol hold display 170, and a right hit notification display 172 are provided. These displays 160 to 172 are devices for displaying various situations related to the game, and the details will be described later.
[0037] (Internal configuration of the control means) FIG. 3 is a block diagram showing the internal configuration of the control means for controlling the progress of the game according to the present embodiment.
[0038] 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 work area for data during the arithmetic processing of the main CPU 300a.
[0039] The gaming machine 100 of this embodiment is roughly classified into a special game started mainly by the entry of game balls into the first start port 120 or the second start port 122, and a normal game started when a game ball passes through the gate 124 (a game ball enters the general operation port 125 in the general drawing). Various programs for advancing 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.
[0040] Connected to the main control board 300 are a general winning port detection switch 118s for detecting that a game ball has entered the general winning port 118, a first start port detection switch 120s for detecting that a game ball has entered the first start port 120, a second start port detection switch 122s for detecting that a game ball has entered the second start port 122, a gate detection switch 124s for detecting that a game ball has passed through the gate 124, a general drawing operation port detection switch 125s for detecting that a game ball has entered the general drawing operation port 125, a first big winning port detection switch 126s for detecting that a game ball has entered the first big winning port 126, a second big winning port detection switch 128s for detecting that a game ball has entered the second big winning port 128, and an out ball detection switch 130s for detecting a game ball discharged from the game area 116. Detection signals are input from these respective detection switches to the main control board 300.
[0041] Note that a combined flow path is provided on the back surface of the game board 108, and the game balls that enter the general winning opening 118, the first start opening 120, the second start opening 122, the first big winning opening 126, and the second big winning opening 128 respectively, and the game balls guided to the back side from the discharge port 130 merge in the combined flow path and are configured to be guided to the facilities in the game hall. The out ball detection switch 130s is provided in the combined flow path, and all the game balls discharged from the game area 116, in other words, all the game balls launched into the game area 116 are detected by the out ball detection switch 130s.
[0042] Also, on the main control board 300, a normal electric accessory solenoid 122c that operates the movable piece 122b of the second start opening 122, a first big winning opening solenoid 126c that operates the opening and closing door 126b that opens and closes the first big winning opening 126, and a second big winning opening solenoid 128c that operates the opening and closing door 128b that opens and closes the second big winning opening 128 are connected, and 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.
[0043] 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 hit notification display 172 are connected, and the main control board 300 controls the display of these respective displays.
[0044] Also, the gaming machine 100 is provided with a plurality of abnormality detection sensors 174 that detect the possibility of abnormality or fraud, such as a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and a door opening sensor that detects the open state of the middle frame 104 and the front frame 106, and an abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0045] 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.
[0046] 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 the RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. When a RAM clear operation signal is input from the RAM clear switch 182s at the time of power-on, the main CPU 300a clears the main RAM 300c.
[0047] 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.
[0048] Also, a payout control board 310 and a sub-control board 330 are connected to the main control board 300.
[0049] 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 communicable bidirectionally. A game information output terminal board 312 is connected to this payout control board 310, and various information on the progress of the game output from the main control board 300 is output to a hall computer of the game parlor or the like via the payout control board 310 and the game information output terminal board 312.
[0050] In addition, a payout motor 314 for paying out the game balls stored in the storage section to the player as bonus balls is connected to the payout control board 310. The payout control board 310 controls the payout motor 314 based on the payout number designation command transmitted from the main control board 300 to control the payout of a predetermined number of bonus balls to the player. At this time, the number of game balls paid out is detected by the payout ball counting switch 316s, and it is possible to determine whether the bonus balls to be paid out have been paid out to the player.
[0051] 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.
[0052] 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.
[0053] 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 launcher to launch a game ball.
[0054] The sub-control board 330 mainly controls various effects during the game, such as during play or standby. The sub-control board 330 includes a sub-CPU 330a, a sub-ROM 330b, a sub-RAM 330c, and an RTC 330d, and is connected to the main control board 300 so as to be capable of one-way communication from the main control board 300 to the sub-control board 330. Based on commands transmitted from the main control board 300, input signals from timers, etc., the sub-CPU 330a reads out a program stored in the sub-ROM 330b, performs arithmetic processing, and executes control of the effects. At this time, the sub-RAM 330c functions as a data work area during the arithmetic processing of the sub-CPU 330a.
[0055] Specifically, the sub-control board 330 performs image display control to display images on the main effect display unit 200a and the sub-effect display unit 201a. A large number of various image data to be displayed on the main effect display unit 200a and the sub-effect display unit 201a are stored in the sub-ROM 330b. The sub-CPU 330a reads out the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display of the main effect display unit 200a and the sub-effect display unit 201a.
[0056] In addition, the sub-control board 330 controls the movement of the production prop device 202 and the lighting control of the production lighting device 204, and performs audio output control to output audio from the audio output device 206. Further, when an operation detection signal is input from a production button detection switch 208s that detects that the production 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.
[0057] 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.
[0058] 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.
[0059] The memory area of the main ROM 300b has a use area (0000H to 1A7AH) for storing programs and data for controlling the progress of the game, and an area other than the use 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, a non-use area (2000H to 2BFFH).
[0060] 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).
[0061] In the unused area of the main ROM 300b, there are provided a program area (2000H to 27FFH) where programs for executing processes for performing tests defined by the game machine rules and processes for displaying the performance display monitor 184 are stored, and a data area (2800H to 2BFFH) where data other than these programs are stored.
[0062] Also, in the memory area of the main ROM 300b, in addition to the used area and the unused area, there are provided an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) where arbitrary data such as the title and version of the program are stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) where information necessary for the main CPU 300a to execute programs is stored.
[0063] The memory area of the main RAM 300c includes a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an unused area (F210H to F228H) that is outside the used area and is temporarily used when a program for executing processes for performing tests defined by the game machine rules and processes for displaying the performance display monitor 184 is being executed.
[0064] In the used area of the main RAM 300c, there are provided 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 not include the unused area (F12BH to F1D7H).
[0065] In the unused area of the main RAM 300c, there are provided a work area (F210H to F21FH) temporarily used when a program for processing for performing a test defined by the game machine rules or for displaying the performance display monitor 184 is being executed, and a stack area (F220H to F228H) for temporarily storing data during the execution of these programs.
[0066] Also, in the memory area of the main RAM 300c, there are provided an unused area (F200H to F20FH) and an unused area (F229H to F3FFH) in addition to the used area and the unused area.
[0067] In this way, in the main ROM 300b and the main RAM 300c, a used area used for controlling the progress of the game and an unused area used for executing processing for performing a test defined by the game machine rules and processing for controlling the display of the performance display monitor 184 are separately provided.
[0068] 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 a test defined by the game machine rules and processing for controlling the display of the performance display monitor 184 is being executed.
[0069] 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 viewpoint of preventing fraud, it is preferably 4 bytes or more, and more preferably set to 16 bytes or more. Also, although writing and reading of data are prohibited in the unused area, from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.
[0070] 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.
[0071] 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 the game states when proceeding with these two games, any game state in which any one of a low - probability game state or a high - probability game state and any one of a non - time - shortening game state or a time - shortening game state are combined is a game state in which the game proceeds.
[0072] 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 game in which the first large winning opening 126 and the second large winning opening 128 are opened is set low, and the high - probability game state is a game state in which the probability of obtaining the right to execute a big - winning game is set high.
[0073] 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 a game ball to enter the second starting opening 122, and 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 a game ball 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 a low - probability game state and a non - time - shortening game state, and this game state is referred to as the normal game state in the present embodiment.
[0074] When the 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. In addition, 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.
[0075] Although it will be described in detail 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 storage area of the main RAM 300c. Hereinafter, the various random numbers stored in the special figure reservation storage 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 storage area when a game ball enters the second start port 122 will be collectively referred to as special reservation 2.
[0076] The special figure reservation storage area of the main RAM 300c includes a first special figure reservation storage area and a second special figure reservation storage area. The first special figure reservation storage area and the second special figure reservation storage area each have four storage units (first to fourth storage units). When a game ball enters the first start port 120, special reservation 1 is stored in order from the first storage unit of the first special figure reservation storage area, and when a game ball enters the second start port 122, special reservation 2 is stored in order from the first storage unit of the second special figure reservation storage area.
[0077] 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 hold is stored in the first memory unit. Also, for example, when a game ball enters the first start port 120 while the first hold is stored in the first to third memory units, the first hold is stored in the fourth memory unit. Similarly, when a game ball enters the second start port 122, the second hold 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 second hold is not stored, in the same manner as above.
[0078] However, the number of first holds (X1) and the number of second holds (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 first holds are already stored in the first special figure hold memory area, no new first hold 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 second holds are already stored in the second special figure hold memory area, no new second hold will be stored due to the entry of the game ball into the second start port 122.
[0079] 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, a big win determination random number determination table is selected according to the game state, and the big combination lottery is performed based on the selected big win determination random number determination table and the acquired big win determination random number.
[0080] In the low-probability gaming state, when starting the major role lottery for the special 1 reservation and the special 2 reservation, the low-probability jackpot determination random number determination table is referred to. Here, in the present embodiment, six levels of setting values with different degrees of advantage are provided, and the low-probability jackpot determination random number determination table is provided for each setting value. During the game, the setting value is set to one of the six levels, and the major role lottery is performed by referring to the low-probability jackpot determination random number determination table corresponding to the currently set setting value (the registered setting value stored in the setting value buffer).
[0081] In the low-probability gaming state, when the setting value is set to 1 (registered setting value = 1), the major role lottery is performed by referring to the low-probability jackpot determination random number determination table a shown in FIG. 5(a). According to this low-probability jackpot determination random number determination table a, when the jackpot determination random number is 10001 to 10218, it is determined as a jackpot, when the jackpot determination random number is 20001 to 21310, it is determined as a minor win, and when it is other jackpot determination random numbers, it is determined as a loss. Therefore, in this case, the jackpot probability is approximately 1 / 300.6, and the minor win probability is approximately 1 / 50.
[0082] In the low-probability gaming state, when the setting value is set to 2 (registered setting value = 2), the major role lottery is performed by referring to the low-probability jackpot determination random number determination table b shown in FIG. 5(b). According to this low-probability jackpot determination random number determination table b, when the jackpot determination random number is 10001 to 10225, it is determined as a jackpot, when the jackpot determination random number is 20001 to 21310, it is determined as a minor win, and when it is other jackpot determination random numbers, it is determined as a loss. Therefore, in this case, the jackpot probability is approximately 1 / 291.2, and the minor win probability is approximately 1 / 50.
[0083] In the low-probability gaming state, when the set value is set to 3 (registered set value = 3), a major winning combination 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.
[0084] In the low-probability gaming state, when the set value is set to 4 (registered set value = 4), a major winning combination 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.
[0085] In the low-probability gaming state, when the set value is set to 5 (registered set value = 5), a major winning combination 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.
[0086] 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 with reference 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.
[0087] 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 Hold 1 and Special Hold 2, the high-probability big win determination random number determination table is referred to. The high-probability big win determination random number determination table is also provided for each set value, similar to the low-probability big win determination random number determination table.
[0088] 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 with reference 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.
[0089] 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 with reference 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.
[0090] 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 when the registered setting value is larger, it is easier to win the jackpot than when it is smaller. Here, although it is assumed that the winning probability of the small win does not change even if the registered setting value is different, the winning probability of the small win may be made different for each registered setting value. Also, the small win is not essential, and in the jackpot lottery, only either the jackpot or the loss may be determined.
[0091] Also, here, although it is assumed that the winning probability of the jackpot in both the low-probability gaming state and the high-probability gaming state varies according to the registered setting value, it may be assumed that only the winning probability of the jackpot in either the low-probability gaming state or the high-probability gaming state varies according to the registered setting value.
[0092] FIG. 7 is a diagram for explaining the 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 combination 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 first hold, as shown in FIG. 7(a), the special first hold winning symbol random number determination table a is selected, and when winning the "small win" by the special first hold, as shown in FIG. 7(b), the special first hold winning symbol random number determination table b is selected. Also, when winning the "big win" by the special second hold, as shown in FIG. 7(c), the special second hold winning symbol random number determination table a is selected, and when winning the "small win" by the special second hold, as shown in FIG. 7(d), the special second hold 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.
[0093] According to the special first hold winning symbol random number determination table a shown in FIG. 7(a) and the special second hold winning symbol random number determination table a shown in FIG. 7(c), the type of special symbol (big win symbol) is determined as shown in the figure according to the value of the acquired winning symbol random number. Also, according to the special first hold winning symbol random number determination table b shown in FIG. 7(b) and the special second hold winning symbol random number determination table b shown in FIG. 7(d), regardless of the value of the acquired winning symbol random number, the type of special symbol (small win symbol) is determined to be the special symbol a as shown in the figure.
[0094] On the one hand, when the big winning lottery result is "a loss", if the lottery result is derived by Special 1 reservation, the special symbol X is determined as a losing symbol without conducting a lottery. Also, when the big winning lottery result is "a loss", if the lottery result is derived by Special 2 reservation, the special symbol Y is determined as a losing symbol without conducting a lottery.
[0095] That is, the winning symbol random number determination table is referred to only when the big winning lottery result is "big win" or "small win", and is not referred to when the big winning lottery result is "a loss". Here, it is assumed that the same big winning symbol is determined in the winning symbol random number determination table for Special 1 and the winning symbol random number determination table for Special 2. However, different big winning symbols may be determined in both tables, or regardless of the reservation type, the type of special symbol (big winning symbol) may be determined by referring to one winning symbol random number determination table.
[0096] Here, the selection ratios of the big winning symbol and the small winning symbol are made common for all setting values, but either one or both of the big winning symbol and the small winning symbol may be made different for each setting value.
[0097] 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 miss", 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.
[0098] For example, when the game state is set to the non-time-limit game state and a "miss" 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 "miss" 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. Note that 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.
[0099] Here, in the non-time-limited game state, the reach group determination random number determination table referred to when the big winning lottery result of "loss" is derived based on the reservation of Patent 1 has been described. However, the main ROM 300b stores a large number of other reach group determination random number determination tables.
[0100] In addition, when the big winning lottery result is "big win" or "small win", the group type is not determined when determining the variation effect pattern. That is, the reach group determination random number determination table is referred to only when the big winning lottery result is "loss", and is not referred to when the big winning lottery result is "big win" or "small win".
[0101] 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 loss-time reach mode determination random number determination table selected when the big winning lottery result is "loss", a big win-time reach mode determination random number determination table selected when the big winning lottery result is "big win", and a small win-time reach mode determination random number determination table selected when the big winning lottery result is "small win". The loss-time reach mode determination random number determination table is provided for each group type determined as described above, and the big win-time reach mode determination random number determination table and the small win-time reach mode determination random number determination table are provided for each reservation type.
[0102] 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 loss-time reach mode determination random number determination table for Group x referred to in a predetermined game state and symbol type is shown in FIG. 9(a), an example of the big win-time reach mode determination random number determination table for Patent 1 is shown in FIG. 9(b), an example of the big win-time reach mode determination random number determination table for Patent 2 is shown in FIG. 9(c), an example of the small win-time reach mode determination random number determination table for Patent 1 is shown in FIG. 9(d), and an example of the small win-time reach mode determination random number determination table for Patent 2 is shown in FIG. 9(e).
[0103] 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), a 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, a variation 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), a big-win-time reach mode determination random number determination table corresponding to the read hold 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, a variation mode number is determined.
[0104] Furthermore, when the result of the above big winning combination lottery is "a small win", as shown in FIGS. 9(d) and (e), a small-win-time reach mode determination random number determination table corresponding to the read hold 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, a variation mode number is determined.
[0105] Also, in each reach mode determination random number determination table, a variation pattern random number determination table, which will be described later, is associated with the reach mode determination random number together with the variation mode number. And simultaneously with the determination of the variation mode number, the variation pattern random number determination table is determined. Note that in FIG. 9, the table x described in the column of the variation pattern random number determination table indicates an arbitrary table number. Therefore, depending on the obtained reach group determination random number and the type of the reach mode determination random number determination table to be referred to, the variation mode number and the table number of the variation pattern random number determination table will be determined. Also, in the present embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. In the following, when indicating hexadecimal, "H" is appended, but the ○○H described in FIGS. 9 to 11 indicates an arbitrary value shown in hexadecimal.
[0106] As described above, when the result of the big role lottery is "a miss", first, the group type is determined by the reach group determination random number determination table and the reach group determination random number shown in FIG. 8. Then, according to the determined group type and the game state, the variation mode number and the variation pattern random number determination table are determined by the miss reach mode determination random number determination table and the reach mode determination random number shown in FIG. 9(a).
[0107] On the other hand, when the result of the big role lottery 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.
[0108] 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.
[0109] 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.
[0110] In this way, when the big role lottery is performed, the variation mode number and the variation pattern number are determined according to the big role lottery result, the determined symbol type, game state, hold number, 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.
[0111] 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.
[0112] Also, as described above, when the variable pattern number is determined, the variable time 2 is determined according to the variable time 2 determination table shown in FIG. 11(b). According to this variable time 2 determination table, the variable time 2 is associated with each variable pattern number, and the corresponding variable time 2 is determined according to the determined variable pattern number. The total time of the variable times 1 and 2 determined in this way is the time of the variable effect for notifying the grand role lottery result, that is, the variable time.
[0113] 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.
[0114] 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 a big winning game or a small winning game. During the big winning game and the small winning game, with reference to this special electric accessory operation ram set table, the first big winning port solenoid 126c and the second big 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 (big winning symbol and small winning symbol). According to the determined type of special symbol, the corresponding table is set at the start of the big winning game or the small winning game. Here, for convenience of explanation, the control data of all special symbols is shown in one table.
[0115] When a special symbol A, B, C which is a big winning symbol or a special symbol a which is a small winning symbol is determined, as shown in FIG. 12, an opening / closing process for opening and closing the first big winning port 126 and the second big winning port 128 in a predetermined opening / closing pattern is executed with reference to the special electric accessory operation ram set table. The big winning game is composed of a plurality of round games in which the second big winning port 128 is opened and closed a predetermined number of times, and the small winning game is executed only once as a round game in which the first big winning port 126 is opened and closed a predetermined number of times.
[0116] 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 combination 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 possibilities 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 combination game, for each type of big winning combination symbol and small winning combination symbol, as shown in the figure.
[0117] In this embodiment, when the special symbols A and B which are big winning combination symbols are determined, a big winning combination game composed of 5 round games is executed in both cases. When the special symbol C is determined, a big winning combination game composed of 15 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.
[0118] Also, when the special symbol a which is a small winning combination symbol is determined, a small winning game composed of 1 round game is executed. In the small winning game executed when the special symbol a is determined, in the first round game, the opening of the first large winning port 126 for 0.9 seconds is performed twice with a predetermined pause time in between.
[0119] FIG. 13 is a diagram for explaining a game state setting table for setting a game state after the end 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 winning the jackpot.
[0120] 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 times") 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 times indicate the maximum continuous times in one high probability game state. If a jackpot is won before reaching the above-mentioned continuous times, the high probability times 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 the jackpot is not derived in the high probability game state and the lottery result of a loss is derived 10,000 times, the game state will be changed to the low probability game state.
[0121] 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 times") is set. At this time, if the jackpot symbol is special symbol A, the time-saving times are set to 100 times, and if the special symbol is B or C, the time-saving times are 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 times indicate the maximum continuous times in one time-saving game state. If a jackpot is won before reaching the above-mentioned continuous times, the time-saving times will be set again.
[0122] 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 general drawing operation port 125), a determination process of the general symbol (hereinafter referred to as "general drawing lottery") in which whether or not to energize the movable piece 122b of the second start port 122 is associated is performed.
[0123] Although details will be described later, when a game ball passes through the gate 124 (the game ball enters the general drawing operation port 125), one winning determination random number is acquired from within the range of 0 to 99, and this random number value is stored in the general drawing hold storage area of the main RAM 300c with a maximum of four. That is, the general drawing 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 general drawing operation port 125) in a state where the winning determination random number is stored in all four storage units of the general drawing 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 general drawing hold storage area when a game ball passes through the gate 124 (the game ball enters the general drawing operation port 125) is referred to as general drawing hold.
[0124] When starting the general drawing 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, a winning symbol is determined as the type of the general symbol, and when the winning determination random number is 1 to 99, a losing symbol is determined as the type of the general symbol. Therefore, the probability of determining a winning symbol in the non-time shortening game state, that is, the winning probability is 1 / 100. Although details will be described later, when a winning symbol is determined in this general drawing lottery, the second start port 122 is controlled to be in an open state, and when a losing symbol is determined, the second start port 122 is maintained in a closed state.
[0125] Also, when starting the normal symbol lottery in the time-saving game state, as shown in FIG. 14(b), the winning determination random number determination table for the time-saving game state is referred to. According to this winning determination random number determination 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 normal symbol, and when the winning determination random number is 99, the losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the winning symbol in the time-saving game state, that is, the winning probability, is 99 / 100.
[0126] FIG. 15(a) is a diagram for explaining the normal 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 normal symbol lottery is performed, the variation time of the normal symbol is determined. The normal symbol variation time data table is referred to when determining the variation time of the normal symbol when the winning symbol or the losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, when the game state is set to the non-time-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 normal symbol display 168 is variably displayed (flashing display) over the determined time. Then, when the winning symbol is determined, the normal symbol display 168 lights up, and when the losing symbol is determined, the normal symbol display 168 goes out.
[0127] And when the winning symbol is determined by the normal symbol lottery and the normal symbol display 168 lights up, the movable piece 122b of the second start port 122 is energization-controlled with reference to the opening / closing control pattern table as shown in FIG. 15(b). Actually, the opening / closing control pattern table is provided for each game state, and the corresponding table is set at the start of energization of the normal electric accessory solenoid 122c according to the game state when the normal symbol is determined. Here, for the convenience of explanation, the control data corresponding to each game state is shown in one table.
[0128] 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 (waiting time until the opening of the second start port 122 is started), the maximum number of opening / closing switches for the normal electric accessory (number of times the second start port 122 is opened), the solenoid energization time (energization time of the normal electric accessory solenoid 122c for each opening of the second start port 122, that is, the opening time of the second start port 122 for one time), the specified number (maximum number of winning possibilities for the second start port 122 during all openings of the second start port 122), the non-prize closing effective time (closing time between each opening of the second start port 122, that is, the rest time), the non-prize effective state time (waiting time from the end of the last opening of the second start port 122), and the non-prize end wait time (waiting time until the variable display of the normal symbol described later is restarted 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 gaming state as shown in the figure.
[0129] In this way, for the non-time-reduced gaming state and the time-reduced gaming state, the opening / closing control conditions for opening and closing the second start port 122 are respectively associated as gaming progress conditions. In the time-reduced gaming state, it is easier for game balls to enter the second start port 122 than in the non-time-reduced gaming state. That is, in the time-reduced gaming 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.
[0130] 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 advantageously than the non-short-time game state, so that the short-time game state is set such that game balls are more likely to enter the second start port 122 than in the non-short-time game state. However, for one or three of the above three elements, the short-time game state may be set more advantageously than the non-short-time game state. In any case, by making the short-time game state more advantageous than the non-short-time game state in at least one element, the short-time game state can be made such that game balls 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, which is more likely to be in the open state than the first condition.
[0131] 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.
[0132] 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.
[0133] FIG. 16 is a diagram for explaining the game machine state flag according to the present embodiment. In the main control board 300, whether the game can be progressed is managed by the game machine state flag. One of six types of flag values from 00H to 05H is set in the game machine state flag. The flag value of the game machine state flag = 00H indicates a playable state. When the game machine state flag is 00H, the game is controlled to progress. When the game machine state flag is other than 00H, the game is stopped.
[0134] The flag value of the game machine state flag = 01H indicates a setting change state. When the game machine state flag is 01H, a change operation of the registered setting value becomes possible. The flag value of the game machine state flag = 02H indicates a setting confirmation state. When the game machine state flag is 02H, the registered setting value can be confirmed by, for example, being displayed on the performance display monitor 184. The flag value of the game machine state flag = 03H indicates a setting abnormality state. When the game machine state flag is 03H, the game is stopped assuming that the registered setting value is abnormal. The flag value of the game machine state flag = 04H indicates an RWM (read write memory) abnormality state. When the game machine state flag is 04H, the game is stopped. The flag value of the game machine state flag = 05H indicates a checksum abnormality state. When the game machine state flag is 05H, the game is stopped. When the power is turned on, the game machine state flag is set to one of the flag values, and processing according to the game machine state flag is performed.
[0135] (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.
[0136] 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).
[0137] (Step S100-1) Upon power-on, the main CPU 300a reads the startup program from the main ROM 300b and performs the necessary setting processes for executing various processes as the initial setting process.
[0138] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.
[0139] (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.
[0140] (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.
[0141] (Step S100-9) The main CPU 300a executes the necessary processes to permit access to the main RAM 300c.
[0142] (Step S100-11) The main CPU 300a loads the flag value of the game machine state flag before power-off into the D register.
[0143] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum saved at the time of power-off, and also determines whether the backup flag is normal. As a result, if it is determined that the backup flag and the checksum are normal, the process proceeds to step S100-15, and if it is determined that either one or both are not normal, the process proceeds to step S100-25.
[0144] (Step S100-15) The main CPU 300a sets an address that does not include the set value and the gaming machine state flag at the head address of the area to be cleared in the main RAM 300c.
[0145] (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.
[0146] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine state flag loaded in step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. As a result, if it is determined that all three conditions are satisfied, the process proceeds to step S100-21, and if it is determined that even one of the three conditions is not satisfied, the process proceeds to step S100-23.
[0147] (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.
[0148] (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 starting address set in the above step S100-15, in the main RAM 300c, and transfers the process to step S100-49.
[0149] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0150] (Step S100-27) The main CPU 300a performs out-of-area read / write check processing to check and clear the read / write memory in the unused area.
[0151] (Step S100-29) The main CPU 300a sets the address including the set value and the gaming machine state flag at the starting address of the area to be cleared in the main RAM 300c.
[0152] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the used area.
[0153] (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.
[0154] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register and transfers the process to step S100-45.
[0155] (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.
[0156] (Step S100-39) The main CPU 300a sets 00H (game playable state) in the D register.
[0157] (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.
[0158] (Step S100-43) The main CPU 300a sets 01H (setting change state) in the D register.
[0159] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine state flag.
[0160] (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.
[0161] (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.
[0162] (Step S100-51) The main CPU 300a loads the gaming machine status flag.
[0163] (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.
[0164] (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.
[0165] (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 a 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.
[0166] (Step S100-57) The main CPU 300a sets the period of the timer interrupt.
[0167] (Step S100-59) The main CPU 300a performs a process to prohibit interrupts.
[0168] (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.
[0169] (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.
[0170] (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.
[0171] (Step S100-67) The main CPU 300a performs a process to permit interrupts.
[0172] (Step S100-69) The main CPU 300a updates the reach group determination random number, the reach mode determination random number, and the variation pattern random number, and thereafter repeats the process from the above step S100-59. In the following, the reach group determination random number, the reach mode determination random number, and the variation pattern random number for determining the variation effect pattern are collectively referred to as the variation effect random numbers.
[0173] FIG. 19 is a flowchart for explaining the sub-command group setting process (S110) in the main control board 300 according to the present embodiment.
[0174] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine state flag.
[0175] (Step S110-3) The main CPU 300a performs a sub-command set process for transmitting a predetermined command to the sub-control board 330. Here, for example, when the initialization process is executed in step S100-47 above, a RAM clear designation command is set.
[0176] (Step S110-5) The main CPU 300a performs a model command setting process for setting a model command indicating the model information of the gaming machine 100 in the transmission buffer.
[0177] (Step S110-7) The main CPU 300a performs a set value designation command setting process for setting a set value designation command indicating the registered set value in the transmission buffer.
[0178] (Step S110-9) The main CPU 300a performs a special drawing 1 hold designation command setting process for setting a special drawing 1 hold designation command indicating the number of special drawing 1 holds in the transmission buffer.
[0179] (Step S110-11) The main CPU 300a performs a special drawing 2 hold designation command setting process for setting a special drawing 2 hold designation command indicating the number of special drawing 2 holds in the transmission buffer.
[0180] (Step S110-13) The main CPU 300a performs a number of times command setting process for setting a number of times command indicating the remaining number of times of the time-limited gaming state in the transmission buffer.
[0181] (Step S110-15) The main CPU 300a performs a variable pattern selection state specifying command setting process for setting a variable pattern selection state specifying command indicating a variable pattern selection state in the transmission buffer.
[0182] (Step S110-17) The main CPU 300a performs a special figure phase specifying command setting process for 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.
[0183] (Step S110-19) The main CPU 300a determines whether the special game management phase is a special symbol variation waiting state. As a result, if it is determined that it is in the special symbol variation waiting state, the process proceeds to Step S110-21, and if it is determined that it is not in the special symbol variation waiting state, the sub-command group setting process ends.
[0184] (Step S110-21) The main CPU 300a sets a customer waiting specifying command in the transmission buffer and ends the sub-command group setting process.
[0185] Next, the interrupt process in the main control board 300 according to the present embodiment will be described. Here, the power-off time evacuation process (XINT interrupt process) and the timer interrupt process will be described.
[0186] (Power-off time evacuation process (XINT interrupt process) of the main control board 300) FIG. 20 is a flowchart for explaining the power-off time evacuation process (XINT interrupt process) in the main control board 300 according to the present embodiment. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage becomes equal to or lower than a predetermined value, it interrupts the CPU initialization process and executes the power-off time evacuation process.
[0187] (Step S300-1) When a power-off warning signal is input, the main CPU 300a saves the registers.
[0188] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0189] (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.
[0190] (Step S300-7) The main CPU 300a restores the registers.
[0191] (Step S300-9) The main CPU 300a performs a process to enable interrupts and ends the power-off time-saving process.
[0192] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0193] (Step S300-13) The main CPU 300a executes a checksum setting process to calculate and save the checksum.
[0194] (Step S300-15) The main CPU 300a executes a RAM protection setting process necessary to prohibit access to the main RAM 300c.
[0195] (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.
[0196] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0197] (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.
[0198] (Step S300-23) The main CPU 300a subtracts 1 from the value of the loop counter set in step S300-17.
[0199] (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).
[0200] 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.
[0201] (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 this embodiment, hereinafter referred to as "4 ms"). Then, when a clock pulse is generated by the reset clock pulse generation circuit, it interrupts the CPU initialization process (step S100), and the following timer interrupt process is executed.
[0202] (Step S400-1) The main CPU 300a saves the registers.
[0203] (Step S400-3) The main CPU 300a performs processing to permit interrupts.
[0204] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to the output port, and executes dynamic port output processing for lighting control 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.
[0205] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing for accurately acquiring the latest switch state.
[0206] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine state flag.
[0207] (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.
[0208] (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.
[0209] (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.
[0210] (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.
[0211] (Step S400-17) The main CPU 300a executes update processing for the initial value update random number for the winning symbol random number, similar to step S100-61 above.
[0212] (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 added result exceeds the maximum value of the random number range, the random number counter is reset to 0. When the random number counter makes one full cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.
[0213] 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.
[0214] (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. The details of this switch management processing will be described later.
[0215] (Step S600) The main CPU 300a executes special game management processing for controlling the progress of the above special game. The details of this special game management processing will be described later.
[0216] (Step S700) The main CPU 300a executes normal game management processing for controlling the progress of the above normal game. The details of this normal game management processing will be described later.
[0217] (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.
[0218] (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 prize ball control and the like corresponding thereto.
[0219] (Step S400-25) The main CPU 300a executes payout control management processing for creating and transmitting a payout command based on the counter value of the counter for prize ball control set in the above step S400-23.
[0220] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information to be output to the outside from the game information output terminal board 312.
[0221] (Step S400-29) The main CPU 300a executes an LED display setting process 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.
[0222] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process 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.
[0223] (Step S400-33) The main CPU 300a executes a port output process for outputting the values of the common output buffer stored in each output port buffer to the output port.
[0224] (Step S400-35) The main CPU 300a performs a process for prohibiting interrupts.
[0225] (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 every predetermined period. Here, on the performance display monitor 184, the base ratio for the current period and the base ratio for the previous period may be alternately displayed at predetermined time intervals. 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.
[0226] (Step S400-39) The main CPU 300a restores the registers and ends the timer interrupt processing.
[0227] FIG. 22 is a flowchart for explaining the above-described setting-related processing (S450) according to the present embodiment.
[0228] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine state flag is 01H (setting change state). As a result, if it is determined that the value is 01H, the process proceeds to step S450-3, and if it is determined that the value is not 01H, the process proceeds to step S450-15.
[0229] (Step S450-3) The main CPU 300a loads the registered setting value stored in the setting value buffer into a predetermined processing area.
[0230] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is on (whether a RAM clear operation signal is input). As a result, if it is determined that the RAM clear switch 182s is on, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s is not on, the process proceeds to step S450-9.
[0231] (Step S450-7) The main CPU 300a adds 1 to the set value of the processing area.
[0232] (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.
[0233] (Step S450-11) The main CPU 300a sets the set value of the processing area to 1.
[0234] (Step S450-13) The main CPU 300a sets the set value of the processing area to the set value buffer.
[0235] (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.
[0236] (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.
[0237] (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 number of times command, the variable 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.
[0238] (Step S450-19) The main CPU 300a sets 00H (playable state) in the gaming machine state flag and ends the setting-related process.
[0239] 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.
[0240] 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 received as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that receives 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.
[0241] 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.
[0242] 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.
[0243] 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.
[0244] 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.
[0245] FIG. 23 is a flowchart for explaining the switch management process (step S500) in the main control board 300 according to this embodiment.
[0246] (Step S500-1) When the main CPU 300a detects that the gate detection switch is turned on, or when it detects that the general drawing operation port detection switch is turned on, that is, when the game ball passes through the gate 124 and the detection signal from the gate detection switch 124s is turned on, or when the game ball enters the general drawing operation port 125 and the detection signal from the general drawing operation port detection switch 125s is turned on, it makes a determination. As a result, when it is determined that the gate detection switch is turned on or the general drawing operation port detection switch is turned on, the process proceeds to step S510, and when it is determined that it is not the case when the gate detection switch is turned on or the general drawing operation port detection switch is turned on, the process proceeds to step S500-3.
[0247] (Step S510) Based on the passage of the game ball through the gate 124 (the entry of the game ball into the general drawing operation port 125), the main CPU 300a executes gate passage processing. The details of this gate passage processing will be described later.
[0248] (Step S500-3) The main CPU 300a determines whether it is when the first start port detection switch is turned on, that is, whether the game ball enters the first start port 120 and the detection signal is input from the first start port detection switch 120s. As a result, when it is determined that the first start port detection switch is turned on, the process proceeds to step S520, and when it is determined that it is not the case when the first start port detection switch is turned on, the process proceeds to step S500-5.
[0249] (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.
[0250] (Step S500-5) The main CPU 300a determines whether it is the detection time 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 detection time of the second start port switch being turned on, the process proceeds to step S530, and if it is determined that it is not the detection time of the second start port switch being turned on, the process proceeds to step S500-7.
[0251] (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.
[0252] (Step S500-7) The main CPU 300a determines whether it is the detection time 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 detection time of the big winning port switch being turned on, the process proceeds to step S500-9, and if it is determined that it is not the detection time of the big winning port switch being turned on, the process proceeds to step S500-11.
[0253] (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 fraud detection process is executed. If it is determined that it is in a big winning game or a small winning game and 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 the big winning port winning designation command is set in the transmission buffer.
[0254] (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.
[0255] (Step S500-13) The main CPU 300a sets the general winning opening winning designated command in the transmission buffer.
[0256] (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.
[0257] (Step S500-17) The main CPU 300a sets the out ball detection designated command in the transmission buffer and ends the switch management process.
[0258] FIG. 24 is a flowchart for explaining the gate passing process (step S510) in the main control board 300 according to the present embodiment.
[0259] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generation unit.
[0260] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal symbol reserved ball counter is equal to or greater than 4. As a result, if it is determined that the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is determined that the normal symbol reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.
[0261] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0262] (Step S510-7) The main CPU 300a determines which of the four storage units in the general reserve storage area is the target storage unit in which to save the acquired winning determination random number.
[0263] (Step S510-9) The main CPU 300a saves the winning determination random number acquired in the above step S510-1 in the target storage unit calculated in the above step S510-7.
[0264] (Step S510-11) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer, and terminates the gate passing process.
[0265] FIG. 25 is a flowchart illustrating the first start opening passage process (step S520) in the main control board 300 according to this embodiment.
[0266] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is used to identify whether the reserved type is special 1 reserved or special 2 reserved, and the special symbol identification value (00H) indicates special 1 reserved, and the special symbol identification value (01H) indicates special 2 reserved.
[0267] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.
[0268] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and ends the first start port passing process. Note that this special symbol random number acquisition process is executed using a common module with the second start port passing process (Step S530). Therefore, the details of the special symbol random number acquisition process will be described after the description of the second start port passing process.
[0269] FIG. 26 is a flowchart for explaining the second start port passing process (Step S530) in the main control board 300 according to the present embodiment.
[0270] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0271] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball counter.
[0272] (Step S535) The main CPU 300a executes the special symbol random number acquisition process described later.
[0273] (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.
[0274] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is not "04H". Note that "04H" of the normal game management phase indicates that the normal electric accessory winning port opening control process is in progress. In this normal electric accessory winning port opening control process, since the normal electric accessory solenoid 122c is energized and the movable piece 122b is controlled to the open state, here, it is determined whether the second start port 122 is in a state where it can be properly opened. As a result, when it is determined that the normal game management phase is not "04H", the second start port passing process is terminated, and when it is determined that the normal game management phase is "04H", the process proceeds to step S530-9.
[0275] (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 second start port passing process.
[0276] FIG. 27 is a flowchart for explaining the special symbol random number acquisition process (step S535) in the main control board 300 according to the 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).
[0277] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0278] (Step S535-3) The main CPU 300a loads the target special symbol reserved ball number. Here, if the special symbol identification value loaded in step S535-1 is "00H", the counter value of the special symbol 1 reserved ball number counter, that is, the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in step S535-1 is "01H", the counter value of the special symbol 2 reserved ball number counter, that is, the special 2 reserved number, is loaded.
[0279] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generation unit.
[0280] (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 it is greater than or equal to the upper limit value, the process proceeds to step S535-21, and if it is determined that it is not greater than or equal to the upper limit value, the process proceeds to step S535-9.
[0281] (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.
[0282] (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 memory area.
[0283] (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.
[0284] (Step S535-15) The main CPU 300a performs a special symbol hold ball winning order setting process of updating and storing the winning orders of special 1 hold and special 2 hold stored in the special symbol hold memory area.
[0285] (Step S536) The main CPU 300a executes an acquisition-time production determination process for performing major role preliminary drawing, winning symbol preliminary determination, and variable information preliminary 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 variable information determined when a newly stored hold is read out is transmitted to the sub-control board 330. This acquisition-time production determination process will be described later.
[0286] (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.
[0287] (Step S535-19) The main CPU 300a sets a special figure hold designation command in the transmission buffer based on the counter values loaded in step S535-17 above. Here, a special figure 1 hold designation command is set based on the counter value (special 1 hold number) of the special symbol 1 hold ball number counter, and a special figure 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball number counter. As a result, each time a special 1 hold or special 2 hold is stored, the special 1 hold number and the special 2 hold number are transmitted to the sub-control board 330.
[0288] (Step S535-21) The main CPU 300a loads the normal game management phase.
[0289] (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.
[0290] (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).
[0291] 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.
[0292] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number determination table based on the set value being set. Specifically, based on the current gaming state and the set value being set, a corresponding jackpot determination random number determination table is selected. Then, based on the selected table and the jackpot determination random number stored in the target storage unit in step S535-13, a special symbol hit provisional determination process is performed to provisionally determine whether it is a jackpot, a minor hit, or a miss.
[0293] (Step S536-3) The main CPU 300a executes a special symbol provisional determination process for provisionally determining the special symbol. Here, if the result of the provisional big winning lottery in step S536-1 (the result derived by the special symbol hit provisional determination process) is a jackpot or a minor hit, 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 are loaded, a corresponding hit symbol random number determination table is selected to extract special symbol determination data, and the extracted special symbol determination data (the type of jackpot symbol or minor hit symbol) is saved. Also, if the result of the provisional big winning lottery in step S536-1 is a miss, predetermined miss special symbol determination data (the type of miss symbol) is saved.
[0294] (Step S536-5) The main CPU 300a sets a pre-reading symbol type designation command (pre-reading designation command) corresponding to the special symbol determination data saved in step S536-3 in the transmission buffer.
[0295] (Step S536-7) The main CPU 300a determines whether the result derived by the special symbol winning provisional determination process in the above step S536-1 is a big win or a small win. If it is determined to be a big win or a small win, the main CPU 300a proceeds to step S536-9, and if it is determined to be neither a big win nor a small win (a miss), the main CPU 300a proceeds to step S536-11.
[0296] (Step S536-9) The main CPU 300a sets the random number judgment table for determining the reach mode at the big win (see FIGS. 9(b) and 9(c)) or the random number judgment table for determining the reach mode at the small win (see FIGS. 9(d) and 9(e)), and moves the process to step S536-19.
[0297] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13.
[0298] (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, the same reach group determination random number determination table is selected regardless of the number of pending items. 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 in step S536-11 that the reach group determination random number loaded is a fixed value (8500 or more), the process proceeds to step S536-15. If it is determined in step S536-11 that the reach group determination random number loaded is not a fixed value (8500 or more), the process proceeds to step S536-27.
[0299] (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.
[0300] (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, and transfers the process to step S536-19.
[0301] (Step S536-19) The main CPU 300a tentatively determines a variation mode number based on the reach mode determination random number determination table set in step S536-9 or step S536-17 and the reach mode determination random number stored in the target storage unit in step S535-13. Also, here, together with the variation mode number, a variation pattern random number determination table is tentatively determined.
[0302] (Step S536-21) The main CPU 300a sets the look-ahead specified variation mode command (look-ahead specified command) corresponding to the variation mode number tentatively determined in step S536-19 in the transmission buffer.
[0303] (Step S536-23) The main CPU 300a tentatively determines a variation pattern number based on the variation pattern random number determination table tentatively determined in step S536-23 and the variation pattern random number stored in the target storage unit in step S535-13.
[0304] (Step S536-25) The main CPU 300a sets the look-ahead specified variation pattern command (look-ahead specified command) corresponding to the variation pattern number tentatively determined in step S536-23 in the transmission buffer, and ends the acquisition-time effect determination process.
[0305] (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 for a reservation newly stored in the target storage unit, the group type, that is, the variable production pattern changes according to the number of reservations when the reservation is read, in the transmission buffer, and ends the acquisition-time production determination process.
[0306] FIG. 29 is a diagram for explaining a 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.
[0307] 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 "special symbol variation waiting process" is called, when the special game management phase is "01H", a module for executing "special symbol variation in process" is called, when the special game management phase is "02H", a module for executing "special symbol stop symbol display process" is called, when the special game management phase is "03H", "07H", a module for executing "big winning opening release pre-process" is called, when the special game management phase is "04H", "08H", a module for executing "big winning opening release control process" is called, when the special game management phase is "05H", "09H", a module for executing "big winning opening closing valid process" is called, and when the special game management phase is "06H", "0AH", a module for executing "big winning opening end wait process" is called.
[0308] Figure 30 is a flowchart for explaining the special game management process (step S600) in the main control board 300.
[0309] (Step S600-1) The main CPU 300a loads the special game management phase.
[0310] (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.
[0311] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts the process.
[0312] (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.
[0313] 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".
[0314] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 hold ball counter, that is, the special 2 hold number (X2), is 1 or more. As a result, if it is determined that the special 2 hold number (X2) is 1 or more, the process moves to step S610-7, and if it is determined that the special 2 hold number (X2) is not 1 or more, the process moves to step S610-3.
[0315] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 hold ball number counter, that is, whether 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.
[0316] (Step S610-5) The main CPU 300a sets the customer waiting designated 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.
[0317] (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. In addition, a processing target 0th storage unit is provided in the main RAM 300c, 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 designated command indicating that the special 1 hold or the special 2 hold has been decremented by 1 is set in the transmission buffer.
[0318] (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.
[0319] (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.
[0320] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-11 above. The first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and numbers (counter values) are associated with each segment constituting the 7 segments. The special symbol stop symbol number determined here indicates the number (counter value) of the segment that finally lights up.
[0321] (Step S612) The main CPU 300a executes a special symbol variation number determination process for determining the variation mode number and the variation pattern number. The details of this special symbol variation number determination process will be described later.
[0322] (Step S610-15) The main CPU 300a loads the variation mode number and variation pattern number determined in the above step S612, and refers to the variation time determination table to determine the variation time 1 and the variation time 2. Then, the total time of the determined variation times 1 and 2 is set in the special symbol variation timer.
[0323] (Step S610-17) The main CPU 300a performs a preliminary area setting process such as storing the game state when the big role lottery is executed in the game state buffer. Also, in this preliminary area setting process, when the result of the big role lottery is a big win, game state information to be set after the big role game, the type of big win symbol (special symbol determination data), etc. are stored in the preliminary area of the main RAM 300c.
[0324] (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.
[0325] (Step S610-21) The main CPU 300a loads the counter values of the special symbol 1 hold ball counter and the special symbol 2 hold ball counter, and sets the special figure hold designation command in the transmission buffer. Here, based on the counter value (special 1 hold number) of the special symbol 1 hold ball counter, the special figure 1 hold designation command is set, and based on the counter value (special 2 hold number) of the special symbol 2 hold ball counter, the special figure 2 hold designation command is set. Also, here, the special symbol winning order command corresponding to the winning order of the special 1 hold and the special 2 hold stored in the step S610-7 is set in the transmission buffer. As a result, every time the special 1 hold or the special 2 hold is cleared, the special 1 hold number and the special 2 hold number, as well as the winning order of each hold, will be transmitted to the sub-control board 330.
[0326] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.
[0327] FIG. 32 is a flowchart for explaining the above-described special symbol winning determination process (S611) according to the present embodiment.
[0328] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0329] (Step S611-3) The main CPU 300a loads the registered setting value in the setting value buffer.
[0330] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in the 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.
[0331] (Step S611-7) The main CPU 300a sets 03H (setting abnormal state) in the gaming machine state flag.
[0332] (Step S611-9) The main CPU 300a sets the setting abnormal state command (sub-command) in the transmission buffer and ends the special symbol winning determination process. When this setting abnormal state command is transmitted to the sub-control board 330, a notification indicating that there is a setting abnormality is made.
[0333] (Step S611-11) The main CPU 300a refers to the jackpot determination random number determination table corresponding to the information loaded in the above steps S611-1 and S611-3, and sets the lower limit value and the upper limit value respectively when determining a jackpot or a minor win.
[0334] (Step S611-13) The main CPU 300a compares the jackpot determination random number transferred to the 0th storage unit with the above lower limit value and upper limit value, and performs a determination process (big winning lottery) for determining the presence or absence of winning a jackpot or a minor win.
[0335] (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 winning determination process.
[0336] 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.
[0337] (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.
[0338] 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.
[0339] 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 higher, 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, regardless of the number of variable times, variable information is determined by referring to a table corresponding to the current gaming state and the like being set.
[0340] (Step S612-3) The main CPU 300a increments the variable count counter. Note that the variable count counter is a counter that counts the number of variable times in the current variable state.
[0341] (Step S612-5) The main CPU 300a determines whether the result of the big winning combination 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, and if it is determined that it is neither a big win nor a small win (a loss), the process proceeds to step S612-11.
[0342] (Step S612-7) The main CPU 300a loads the variable pattern selection status flag.
[0343] (Step S612-9) When the variation pattern selection state 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 state flag and the counter value of the variation count counter. When the variation pattern selection state 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.
[0344] (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.
[0345] (Step S612-13) The main CPU 300a loads the variation pattern selection state flag.
[0346] (Step S612-15) When the variation pattern selection state 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 state 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 state 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.
[0347] (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.
[0348] (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.
[0349] (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.
[0350] (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.
[0351] (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.
[0352] 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".
[0353] (Step S620-1) The main CPU 300a executes a process of updating a special symbol variation base counter. The counter value of the special symbol variation base counter is set to make one cycle at a predetermined period (for example, 100 ms). Specifically, when the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and when the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0354] (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.
[0355] (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.
[0356] (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.
[0357] (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.
[0358] (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.
[0359] (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.
[0360] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0361] (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.
[0362] (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.
[0363] (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.
[0364] 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".
[0365] (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 is terminated. If it is determined that the timer value of the special game timer is "0", the process proceeds to step S630-3.
[0366] (Step S630-3) The main CPU 300a checks the result of the big winning combination lottery.
[0367] (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. If it is determined that it is not a big win, the process proceeds to step S630-7.
[0368] (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. If 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. If, as a result of updating the high probability count cut-off counter, the counter value becomes "0", the special symbol probability state flag corresponding to the low probability game state is set. As a result, 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 will shift to the low probability game state.
[0369] 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.
[0370] (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.
[0371] (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.
[0372] (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.
[0373] (Step S630-15) The main CPU 300a determines whether the result of the big combination 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.
[0374] (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.
[0375] (Step S630-19) The main CPU 300a resets (sets) the game state to the low-probability game state and the non-time-limited game state, which are the initial states.
[0376] (Step S630-21) The main CPU 300a sets the data of the special electric accessory operation ram set table according to the determined type of the special symbol.
[0377] (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 special symbol = number of rounds) is set as the counter value in the special electric accessory maximum operation times counter. Note that this special electric accessory maximum operation times counter indicates the number of rounds executable in the big winning game that will start from now. On the other hand, a special electric accessory continuous operation times counter is provided in the main RAM 300c, and at the start of each round game, the current round game number is managed by adding "1" to the counter value of the special electric accessory continuous operation times counter. Here, along with the start of the 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.
[0378] (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.
[0379] (Step S630-27) The main CPU 300a sets an opening designation command for transmitting the start of a major game or a small win game to the sub-control board 330 in the transmission buffer. Note that this opening designation command is provided for each opening time. Here, the opening designation command corresponding to the opening time saved in step S630-25 is set in the transmission buffer.
[0380] (Step S630-29) When the result of the major winning lottery confirmed in step S630-3 by the main CPU 300a is a big win, the special game management phase is updated to "07H", and when it is a small win, the special game management phase is updated to "03H", and the special symbol stop symbol display process is terminated. As a result, a major game or a small win game will be started.
[0381] FIG. 36 is a flowchart for explaining the variation state update process in the main control board 300 according to the present embodiment.
[0382] (Step S631-1) 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 S631-3, and when it is determined that the variation pattern selection state flag is not 01H or more, the process proceeds to step S631-9.
[0383] (Step S631-3) The main CPU 300a determines whether the number of variations has reached the specified number. As a result, when it is determined that the number of variations has reached the specified number, the process proceeds to step S631-5, and when it is determined that the number of variations has not reached the specified number, the process proceeds to step S631-9.
[0384] (Step S631-5) The main CPU 300a resets (to 0) the counter value (number of variations) of the variation count counter.
[0385] (Step S631-7) The main CPU 300a updates the variable pattern selection status flag to 00H.
[0386] (Step S631-9) The main CPU 300a loads the variable pattern selection status flag, sets the variable state designation command corresponding to the loaded variable pattern selection status flag, and ends the variable state update process.
[0387] 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".
[0388] (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.
[0389] (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.
[0390] (Step S640-5) The main CPU 300a sets the 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.
[0391] (Step S641) The main CPU 300a executes the big winning opening opening / closing switching process. This big winning opening opening / closing switching process will be described later.
[0392] (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 big winning opening pre-processing.
[0393] FIG. 38 is a flowchart for explaining the big winning opening / closing switching process in the main control board 300 according to the present embodiment.
[0394] (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 big winning opening / closing switching process is ended, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641-3.
[0395] (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 that 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.
[0396] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a starts the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c, or executes a large winning port solenoid energization control process for stopping the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c. By executing this large winning port solenoid energization control process, in steps S400-31 and S400-33 above, the energization start or stop control of the first large winning port solenoid 126c or the second large winning port solenoid 128c will be performed.
[0397] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 above to the special game timer. Note that the timer value saved to the special game timer here is the maximum opening time of the first large winning port 126 and the second large winning port 128 for one time.
[0398] (Step S641-9) The main CPU 300a determines whether it is in the energization start state of the first large winning port solenoid 126c or the second large winning port solenoid 128c, that is, whether the control process for starting the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c was performed in step S641-5 above. As a result, if it is determined that it is in the energization start state, the process proceeds to step S641-11, and if it is determined that it is not in the energization start state, the large winning port opening / closing switching process ends.
[0399] (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.
[0400] 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".
[0401] (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.
[0402] (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.
[0403] (Step S641) In step S650-3 above, if it is determined that the counter value of the special electric accessory opening / closing switching times counter is not the upper limit value of the special electric accessory opening / closing switching times, the main CPU 300a executes the process of step S641.
[0404] (Step S650-5) The main CPU 300a determines whether the counter value of the big winning opening winning ball number counter updated in step S500-9 has reached the specified number, that is, whether the same number of game balls as the maximum number of winning balls in one round 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.
[0405] (Step S650-7) The main CPU 300a executes a big winning port closing process necessary to stop energization of the first big winning port solenoid 126c and the second big winning port solenoid 128c to close the first big winning port 126 and the second big winning port 128. As a result, the first big winning port 126 and the second big winning port 128 are in a closed state.
[0406] (Step S650-9) The main CPU 300a saves the big winning port closing effective time (interval time) in the special game timer.
[0407] (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”).
[0408] (Step S650-13) The main CPU 300a sets a big winning port closing specified command indicating that the first big winning port 126 and the second big winning port 128 are closed in the transmission buffer, and ends the big winning port opening control process.
[0409] FIG. 40 is a flowchart for explaining the big winning port closing effective process in the main control board 300 according to the present embodiment. This big winning port closing effective process is executed when the special game management phase is “05H” or “09H”.
[0410] (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, when it is determined that the timer value of the special game timer is not “0”, the big winning port closing effective process ends, and when it is determined that the timer value of the special game timer is “0”, the process proceeds to step S660-3.
[0411] (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.
[0412] (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.
[0413] (Step S660-7) The main CPU 300a saves the predetermined big winning opening closing time to the special game timer and ends the big winning opening closing valid process. As a result, the next round game will be started.
[0414] (Step S660-9) The main CPU 300a executes an ending time setting process of saving the ending time to the special game timer.
[0415] (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").
[0416] (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 opening closing valid process.
[0417] FIG. 41 is a flowchart for explaining the big winning opening end wait process in the main control board 300 according to the present embodiment. This big winning opening end wait process is executed when the special game management phase is "06H" or "0AH".
[0418] (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 big winning opening end wait process ends, and if it is determined that the timer value of the special game timer is "0", the process moves to step S670-3.
[0419] (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 big win symbol that triggered the big winning game, the game state after the big winning game ends is set. Specifically, when the big win 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 big win 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.
[0420] Also, here, based on the big win symbol that triggered the big winning game or the small win 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.
[0421] (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.
[0422] (Step S670-7) The main CPU 300a sets a count designation command corresponding to the high-accuracy count and the time-saving count saved in step S670-3 in the transmission buffer.
[0423] (Step S670-9) The main CPU 300a sets a variation state designation command for transmitting the variation state set after the end of the big role game or the small win game in the transmission buffer.
[0424] (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 hold or a special 2 hold is stored, the variable display of the special symbol will resume.
[0425] 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.
[0426] As shown in FIG. 42, the main ROM 300b stores a plurality of normal game control modules for executing and controlling normal games, and a normal game management phase is associated with each of these normal game control modules. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol variation waiting process" is called; when the normal game management phase is "01H", a module for executing "normal symbol variation in process" is called; when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display process" is called; when the normal game management phase is "03H", a module for executing "pre-process for opening normal electric accessory winning port" is called; when the normal game management phase is "04H", a module for executing "control process for opening normal electric accessory winning port" is called; when the normal game management phase is "05H", a module for executing "valid process for closing normal electric accessory winning port" is called; when the normal game management phase is "06H", a module for executing "end wait process for normal electric accessory winning port" is called.
[0427] 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.
[0428] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0429] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S700-1.
[0430] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 to start the process.
[0431] (Step S700-7) The main CPU 300a loads a normal game timer for managing the control time of normal games.
[0432] Figure 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".
[0433] (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.
[0434] (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.
[0435] (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.
[0436] (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 turned on, 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 turned on or not. 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.
[0437] (Step S710-9) The main CPU 300a checks the current gaming state, selects and sets the corresponding normal symbol variation time data table.
[0438] (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.
[0439] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 in the normal game timer.
[0440] (Step S710-15) The main CPU 300a executes a process of setting the normal symbol display symbol counter in order to start the variable 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 turned on, and when "1" is set as the counter value, the normal symbol display 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter at the start of the variable display of the normal symbol.
[0441] (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.
[0442] (Step S710-19) Based on the normal symbol stop symbol number determined in step S710-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the normal symbol hit determination process, the main CPU 300a sets a normal symbol designation command in the transmission buffer.
[0443] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol variation waiting process.
[0444] FIG. 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".
[0445] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 above is "0". As a result, if the timer value is "0", the process moves to step S720-9, and if the timer value is not "0", the process moves to step S720-3.
[0446] (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.
[0447] (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.
[0448] (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.
[0449] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 will finally be controlled to light or extinguish, and the result of the general symbol lottery will be notified.
[0450] (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.
[0451] (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.
[0452] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the current normal symbol variation process.
[0453] Figure 46 is a flowchart for explaining the normal symbol stop symbol display process in 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".
[0454] (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.
[0455] (Step S730-3) The main CPU 300a checks the result of the normal symbol lottery.
[0456] (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.
[0457] (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.
[0458] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the pre-release time of the normal power supply as the timer value in the normal game timer.
[0459] (Step S730-11) The main CPU 300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. As a result, the opening and closing control of the second start port 122 will be started.
[0460] FIG. 47 is a flowchart for explaining the pre-opening process of the normal electric accessory winning port on the main control board 300 according to the present embodiment. This pre-opening process of the normal electric accessory winning port is executed when the normal game management phase is "03H".
[0461] (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.
[0462] (Step S741) The main CPU 300a executes the opening and closing switching process of the normal electric accessory winning port. The opening and closing switching process of the normal electric accessory winning port will be described later.
[0463] (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.
[0464] FIG. 48 is a flowchart for explaining the opening and closing switching process of the normal electric accessory winning port on the main control board 300 according to the present embodiment.
[0465] (Step S741-1) The main CPU 300a determines whether the counter value of the normal electric accessory opening and closing switching counter is the upper limit value of the normal electric accessory opening and closing switching times (the number of opening and closing times of the movable piece 122b during one opening and closing control). As a result, if it is determined that the counter value is the upper limit value, the opening and closing switching process of the normal electric accessory winning port is ended, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741-3.
[0466] (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.
[0467] (Step S741-5) Based on the solenoid control data extracted in the above step S741-3, the main CPU 300a starts the energization of the normal electric accessory solenoid 122c or executes a normal electric accessory solenoid energization control process for stopping the energization of the normal electric accessory solenoid 122c. By executing this normal electric accessory solenoid energization control process, in the above steps S400-31 and S400-33, the control of starting or stopping the energization of the normal electric accessory solenoid 122c will be performed.
[0468] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S741-3 to the normal game timer. Note that the timer value saved to the normal game timer here is the maximum opening time for one time of the second start port 122.
[0469] (Step S741-9) The main CPU 300a determines whether it is in the energization start state of the normal electric accessory solenoid 122c, that is, whether the control process for starting the energization of the normal electric accessory solenoid 122c was performed in the above step S741-5. As a result, if it is determined that it is in the energization start state, the process proceeds to step S741-11, and if it is determined that it is not in the energization start state, the normal electric accessory winning port opening / closing switching process ends.
[0470] (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.
[0471] FIG. 49 is a flowchart for explaining the normal electric accessory winning opening control process in the main control board 300 according to the present embodiment. This normal electric accessory winning opening control process is executed when the normal game management phase is "04H".
[0472] (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.
[0473] (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.
[0474] (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.
[0475] (Step S750-5) The main CPU 300a determines whether the counter value of the general electric accessory winning ball number counter updated in step S530-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls during one opening / closing control have entered the second starting port 122. As a result, if it is determined that the specified number has not been reached, the general electric accessory winning port opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.
[0476] (Step S750-7) The main CPU 300a executes a general electric accessory closing process necessary to stop energization of the general electric accessory solenoid 122c and close the second starting port 122. Thereby, the second starting port 122 becomes a closed state.
[0477] (Step S750-9) The main CPU 300a saves the general game effective state time in the general game timer.
[0478] (Step S750-11) The main CPU 300a updates the general game management phase to "05H" and terminates the general electric accessory winning port opening control process.
[0479] FIG. 50 is a flowchart for explaining the general electric accessory winning port closing effective process in the main control board 300 according to the present embodiment. This general electric accessory winning port closing effective process is executed when the general game management phase is "05H".
[0480] (Step S760-1) The main CPU 300a determines whether the timer value of the general game timer saved in step S750-9 is not "0". As a result, if it is determined that the timer value of the general game timer is not "0", the general electric accessory winning port closing effective process is terminated, and if it is determined that the timer value of the general game timer is "0", the process proceeds to step S760-3.
[0481] (Step S760-3) The main CPU 300a saves the general power-off wait time to the general game timer.
[0482] (Step S760-5) The main CPU 300a updates the general game management phase to "06H" and ends the closing effective process of the general electric accessory winning port.
[0483] FIG. 51 is a flowchart for explaining the end wait process of the general electric accessory winning port in the main control board 300 according to the present embodiment. This end wait process of the general electric accessory winning port is executed when the general game management phase is "06H".
[0484] (Step S770-1) The main CPU 300a determines whether the timer value of the general game timer saved in step S760-3 is not "0". As a result, if it is determined that the timer value of the general game timer is not "0", the end wait process of the general electric accessory winning port is ended, and if it is determined that the timer value of the general game timer is "0", the process proceeds to step S770-3.
[0485] (Step S770-3) The main CPU 300a updates the general game management phase to "00H" and ends the end wait process of the general electric accessory winning port. As a result, when the general drawing reservation is stored, the variable display of the general symbol is restarted.
[0486] As described above, various processes are executed in the main control board 300, so that the special game and the general game 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.
[0487] 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 variable display of the special symbol, that is, over the variable 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.
[0488] 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 miss. In this state, when a new variable display of the special symbol is performed, along with the start of the variable display of the special symbol, as shown in FIG. 52(b), the three effect symbols 210a, 210b, and 210c start variable display (scroll display). The downward white arrows in the figure indicate that the effect symbols 210a, 210b, and 210c are being scroll-displayed in the height direction.
[0489] 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.
[0490] 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 patterns are 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 non-reach 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 that is the same as the effect symbol 210a is stopped and displayed.
[0491] 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 a plurality of types of reach modes are provided, and the same effect symbols 210a and 210c with any number from "1" to "9" written thereon 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.
[0492] FIG. 54 is a diagram for explaining an example of the variation effect of the development reach variation pattern in the case of a loss according to the present embodiment, and FIG. 55 is a diagram for explaining an example of the variation effect of the development reach variation pattern in the case of a big win according to 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 for achieving the mission are displayed.
[0493] 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.
[0494] Note that the reach development presentation includes, for example, as described above, a mission presentation in which a development image of the content challenging the mission is displayed, and a battle presentation in which a development image of an ally character and an enemy character fighting against each other is displayed. The mission presentation is provided with a plurality of execution patterns that differ in the content of the mission, and the battle presentation 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 presentation 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 presentation 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.
[0495] The jackpot pattern and the losing pattern are composed of the same content until the end of the presentation, and differ in whether the ally character finally wins or loses, or whether the mission is achieved or not. Therefore, during the reach development presentation, the player cannot identify the result of the major role lottery until the end of the variable presentation, and the player will be given an expectation of a jackpot.
[0496] Note that the jackpot pattern is selected only when the result of the major role lottery is a jackpot, and the losing pattern is selected only when the result of the major role lottery is a loss. However, in one variable presentation, the reach development presentation may be executed twice. In this case, the first reach development presentation is executed in the losing pattern, and the second reach development presentation is executed in the losing pattern or the jackpot pattern. The following describes the flow of the presentation when the reach development presentation is executed twice in one variable presentation.
[0497] FIG. 56 is a diagram for explaining an example of a variation effect when the reach development effect according to the present 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.
[0498] 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 in which a friendly character and an enemy character fight. When a big win is won, 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.
[0499] FIG. 57 is a diagram for explaining an example of a variation effect of a pseudo-continuous reach variation pattern according to the present 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 types of pseudo-modes provided in advance. 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.
[0500] When the effect 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 effect symbols 210a, 210b, and 210c is restarted. That is to say, the pseudo mode can be said to indicate the re-variable display of the effect symbols 210a, 210b, and 210c. Thereafter, as shown in FIG. 57(d), the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed again in the pseudo mode.
[0501] Then, as shown in FIG. 57(e), when the variable display of the effect symbols 210a, 210b, and 210c is restarted, as shown in FIG. 57(f), the effect symbols 210a and 210c are displayed in a reach mode. Thereafter, as shown in FIGS. 57(g) to (i), a reach development effect similar to the development reach variable pattern is executed, and the result of the big winning lottery is notified to the player.
[0502] In this way, the variable effect of the pseudo continuous reach variable pattern is different from the variable effect of the development reach variable pattern in the content until the effect symbols 210a and 210c become the reach mode. After becoming the reach mode, the variable effect proceeds in the same manner as the development reach variable pattern.
[0503] In the pseudo continuous reach variable pattern, a plurality of variable display patterns of the effect symbols 210a, 210b, and 210c are provided until they become the reach mode. For each variable display pattern, the number of times of temporarily stopping and displaying the effect symbols 210a, 210b, and 210c, in other words, the number of times of variable display of the effect symbols 210a, 210b, and 210c is different. This variable display pattern is determined by a variable mode command, and the selection ratio of the variable mode command at the time of big win and loss is set so that the possibility of finally notifying the winning of the big hit (hereinafter referred to as "reliability") increases as the number of times of temporarily stopping and displaying (variable display) of the effect symbols 210a, 210b, and 210c increases.
[0504] Specifically, when the result of the big winning lottery is a big win, the selection ratio of the variable display mode command with a large number of variable display times is set higher than the selection ratio of the variable display mode command with a small number of variable display times. When the result of the big winning lottery is a loss, the selection ratio of the variable display mode command with a small number of variable display times is set higher than the selection ratio of the variable display mode command with a large number of variable display times.
[0505] 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 development 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 trend of the effect while expecting that the effect symbols 210a, 210b, and 210c will be temporarily stopped (variably displayed) more often.
[0506] The execution pattern of the above-described variable effect is determined, executed, and controlled 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 through the cooperation of the main control board 300 and the sub-control board 330.
[0507] FIG. 58 is a diagram for explaining the variable effect determination table according to the present embodiment. FIG. 58(a) shows the first half variable effect determination table, and FIG. 58(b) shows the second half variable effect determination table. As described above, when the 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, the 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, the 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.
[0508] As shown in FIG. 58, according to the first half variable effect determination table, for each variable mode number (variable mode command), the selection ratio for the execution pattern of the first half variable effect is set respectively. According to the second half variable effect determination table, for each variable pattern number (variable pattern command), the selection ratio for the execution pattern of the second half variable effect is set respectively. And by combining and executing the determined execution patterns of the first half and the second half variable effects, one variable effect is executed.
[0509] For the variation performance of the no-reach 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 no-reach 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, in the sub-control board 330, "none" is always determined as the first-half execution pattern. Also, 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 in the variation pattern commands that can be received simultaneously. 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 no-reach variation pattern.
[0510] On the other hand, for the variation performance of the reach variation pattern, when something other than "none" is determined as the first-half execution pattern and one of the reach development performances (shown as Developments 1 to 5 in the figure) is determined as the second-half execution pattern, it is executed. In other words, when the variation performance of the reach variation pattern is executed in the main performance display section 200a, a variation mode command corresponding to a variation mode number other than the variation mode number = 01H must be received, and a variation pattern command corresponding to a variation pattern number for which one of Developments 1 to 5 is determined must be received.
[0511] 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 in the variable production of the normal reach variable pattern, or more specifically, until the reach development production starts. 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.
[0512] 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 in the variable production 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.
[0513] 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 development reach variation pattern and the pseudo-continuous reach variation pattern are determined both when there is a miss and when there is a jackpot. However, for the development reach variation pattern, the selection ratio when there is a miss is set higher and the selection ratio when there is a jackpot is set lower than that of the pseudo-continuous reach variation pattern. Thus, by setting the selection ratios for when there is a miss and when there is a jackpot, the pseudo-continuous reach variation pattern is set to have a higher reliability than the development reach variation pattern.
[0514] Furthermore, among the pseudo-continuous reach variation patterns, the higher the number of pseudo-times, the higher the selection ratio when there is a jackpot and the lower the selection ratio when there is a miss, and the setting is made such that the higher the number of pseudo-times, the higher the reliability.
[0515] 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 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 development 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.
[0516] This preview effect is an effect in which, at the start of a variable effect, when re-varying the display of effect symbols 210a, 210b, and 210c in a pseudo-continuous reach variable pattern, or even during a reach development effect, a predetermined image is displayed on the main effect display unit 200a, or the effect device 202 is moved at a predetermined timing. For each preview effect, whether it can be executed and its execution pattern are determined. For each preview effect, there are provided a plurality of types of execution patterns, and for each of the plurality of types of execution patterns, a selection ratio is set for each variation pattern command and each variation mode command, in other words, for each winning or losing of a big hit. Based on this selection ratio, an expected value is set for each execution pattern.
[0517] As described above, in the sub-control board 330, when a variation 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.
[0518] Also, in this embodiment, a pre-reading effect is executed separately from the variable effect. The pre-reading effect is an effect 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 can never be the target hold.
[0519] Hereinafter, as an example, a case where a pre-reading effect in which the special reservation 1 is set as the target reservation is executed in the normal game state will be described. However, the relationship between the game state and the type of reservation that can be the target reservation can be set as appropriate. Further, hereinafter, the variable display of the symbols in the first special symbol display 160 executed based on the target reservation and the variable process related to the stop display of the special symbol are referred to as the pre-reading variable process. Further, the variable process being executed when the target reservation is stored is referred to as the winning variable process, and the variable process executed between the winning variable process and the pre-reading variable process is referred to as the pre-reading variable process. Further, the variable effect executed during the winning variable process, that is, the variable effect being executed when the target reservation is stored is referred to as the winning variable effect. Similarly, the variable effect executed during the pre-reading variable process is referred to as the pre-reading variable effect, and the variable effect executed during the pre-reading variable process is referred to as the pre-reading variable effect.
[0520] FIG. 59 is a diagram for explaining an example of the type of pre-reading effect according to the present embodiment. In the present embodiment, ten types of pre-reading effects shown in FIG. 59 are provided. Each pre-reading effect is preset with an effect number from No. 1 to No. 10. In addition, FIG. 59 shows the startable timing of each pre-reading effect. The startable timing of the pre-reading effect is any one of when the target reservation is stored (hereinafter referred to as the winning time), the start of the pre-reading variable process, the stop display of the special symbol in the pre-reading variable process (hereinafter referred to as the variable stop time), the start of the pre-reading variable process, and during the pre-reading variable process (shown as variable in the figure). In FIG. 59, in each pre-reading effect, the timing that can be the startable timing is indicated by 〇, and the timing that cannot be the startable timing is indicated by ×.
[0521] The timer notice with the effect number = No. 1 is a pre-reading effect executed targeting any of the element effects executed during the pre-reading variable effect. The timer notice is an effect in which the remaining time to the target is counted down. The startable timing of the timer notice is any one of the winning time, the start of the pre-reading variable process, the start of the pre-reading variable process, and during the pre-reading variable process.
[0522] The vibration notice with performance number = No. 2 is an effect in which the performance button 208 vibrates at any one or more of the timings of winning, the start of the pre-reading variable process, the stop of the variable, or the start of the pre-reading of the variable process.
[0523] The hold change notice with performance number = No. 3 is an effect in which the display mode of the hold image displayed on the main performance display unit 200a changes. Although illustration is omitted, the main performance display unit 200a is provided with the hold display area corresponding to the processing area (first storage unit) of the main RAM 300c, and the first to fourth hold display areas corresponding to the first to fourth storage units of the first special figure hold storage area, respectively. When a game ball enters the first start port 120 and a special first hold is stored in any of the storage units of the first special figure hold storage area, a hold image is displayed in the hold display area corresponding to the storage unit in which the special first hold is stored. Also, when the special first hold stored in the first special figure hold storage area is read out to the processing area and a big winning lottery is executed, the hold image corresponding to the read special first hold is displayed in the hold display area.
[0524] And the hold image is displayed in any of a plurality of display patterns with different colors and shapes. At this time, the reliability of a big win is suggested by the display pattern of the hold image. The display pattern of the hold image includes a default display pattern, and when the pre-reading effect is not executed, the hold image is displayed in the default display pattern from the start to the end of the display of the hold image. On the other hand, when the pre-reading effect is executed, the hold image is displayed in a display pattern other than the default.
[0525] Here, the timing at which the hold image is first displayed in a display pattern other than the default is defined as the start timing of the hold change notice. The startable timings of the hold change notice are winning, the start of the pre-reading variable process, the start of the pre-reading of the variable process, and during the variable.
[0526] The lamp preview with the performance number = No. 4 is a performance in which a predetermined lamp lights up at any one or more timings of winning or at the start of pre-reading the said variation process. The startable timings of the lamp preview are the time of winning and the start of pre-reading the said variation process.
[0527] The freeze preview with the performance number = No. 5 is a performance in which the display image on the main performance display unit 200a freezes temporarily at any one or more timings of winning or at the start of the variation process during pre-reading. The startable timings of the freeze preview are the time of winning and the start of the variation process during pre-reading.
[0528] The pre-reading exclusive preview with the performance number = No. 6 is a performance in which a dedicated preview performance is executed at any one or more timings of the start of the variation process during pre-reading and the start of pre-reading the said variation process. The startable timings of the pre-reading exclusive preview are the start of the variation process during pre-reading and the start of pre-reading the said variation process.
[0529] The cut-in preview with the performance number = No. 7 is a performance in which a predetermined cut-in image is displayed at any one or more timings of the start of the variation process during pre-reading and the start of pre-reading the said variation process. The startable timings of the cut-in preview are the start of the variation process during pre-reading and the start of pre-reading the said variation process.
[0530] The variation start action preview with the performance number = No. 8 is a performance in which the performance symbols 210a, 210b, 210c perform special actions different from normal at any one or more timings of the start of the variation process during pre-reading and the start of pre-reading the said variation process. The startable timings of the variation start action preview are the start of the variation process during pre-reading and the start of pre-reading the said variation process.
[0531] The chance stop preview of Performance No. 9 is an effect in which the performance symbols 210a, 210b, and 210c are stopped and displayed in a predetermined combination pattern when one or more of the pre-reading variable processes are stopped during the variable process. The startable timing of the chance stop preview is when the variable process during the pre-reading is stopped.
[0532] The background change preview of Performance No. 10 is an effect in which the background image of the main performance display unit 200a changes when one or more of the pre-reading variable processes start. The startable timing of the background change preview is when the pre-reading variable process starts.
[0533] As described above, each of the 10 types of pre-reading effects has a startable timing provided. The startable timing can also be said to be the timing at which the pre-reading effect can be executed. And, for the pre-reading effects of Performance Nos. 1 to 5, the winning time is included in the startable timing, while for the pre-reading effects of Performance Nos. 6 to 10, the winning time is not included in the startable timing. That is, the pre-reading effects of Performance Nos. 1 to 5 may be immediately executed when a game ball enters the first start port 120. On the other hand, the pre-reading effects of Performance Nos. 6 to 10 cannot be immediately executed when a game ball enters the first start port 120, and at the earliest, they will be executed after the start of the first variable process after a game ball enters the first start port 120.
[0534] FIG. 60 is a diagram for explaining an example of an execution determination table for the preview effect. As described above, in the present embodiment, when a special 1 hold is stored in the normal 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 10 types of preview effects is determined by lottery (hereinafter referred to as execution lottery). In the execution lottery for each preview effect, an execution determination table provided for each type of preview effect is referred to. Therefore, 10 types of execution determination tables are provided here.
[0535] FIG. 60(a) shows an execution determination table for timer notification, FIG. 60(b) shows an execution determination table for vibration notification, and FIG. 60(c) shows an execution determination table for hold change notification. Note that FIG. 60 shows only three execution determination tables, but actually, a total of 10 execution determination tables corresponding to each of the 10 types of preview effects are provided. In each execution determination table, a selection ratio of either non-execution or execution of the preview effect is set for each receivable preview designation variation pattern number (preview designation variation pattern command). That is, an execution ratio of each preview effect is set for each preview designation variation pattern command. At the time of winning, all the execution determination tables are sequentially referred to, and the execution or non-execution of each of the 10 types of preview effects 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 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.
[0536] For the pre-reading effects whose execution has been determined, scenarios are further determined. Here, a scenario defines the content of the pre-reading effect and includes the execution timing and execution pattern of each of one or more effects that make up the pre-reading effect. Below, as an example of a method for determining a scenario, a method for determining scenarios for reservation change notifications and vibration notifications will be described.
[0537] FIG. 61(a) is a diagram for explaining a final reservation display pattern determination table, and FIG. 61(b) is a diagram for explaining the previous reservation display pattern determination table. When the execution of the reservation change notification is determined, the display pattern of the reservation display area and the reservation images displayed in the first to fourth reservation display areas is determined. Specifically, in the reservation display area, the display pattern of the reservation image displayed at the end of the variation effect is determined by referring to the final reservation display pattern determination table. According to the final reservation display pattern determination table, for each pre-reading specified command (pre-reading specified variation pattern number), the selection ratio of the display pattern of the reservation image is set respectively.
[0538] According to the final reservation display pattern determination table shown in FIG. 61(a), any one of eight display patterns of "Default (White)", "Blinking", "Blue", "Yellow", "Green", "Black", "Red", and "Premier (Rainbow)" is determined. And when the final display pattern of the reservation image is determined, the display pattern of the reservation image displayed before that is determined by referring to the previous reservation display pattern determination table shown in FIG. 61(b). According to this previous reservation display pattern determination table, for each display pattern of the reservation image, the selection ratio of the display pattern of the reservation image to be displayed before the moving display is set.
[0539] For example, in the main control board 300, when a reservation is stored in the second storage unit of the first special figure reservation memory area, it is assumed that the final reservation display pattern is determined by referring to the final reservation display pattern determination table. In this case, next, when moving to the reservation display area, the display pattern of the reservation image first displayed is determined by referring to the previous reservation display pattern determination table. At this time, the display pattern of the reservation image is determined based on the final display pattern of the reservation image determined previously. For example, when the final display pattern of the reservation image is "blue", according to the previous reservation display pattern determination table, "flashing" is determined with a probability of 200 / 250, and "blue" is determined with a probability of 50 / 250.
[0540] In this way, when the display pattern of the reservation image first displayed when moving to the reservation display area is determined, next, the display pattern of the reservation image displayed in the first reservation display area is determined. At this time, the display pattern of the reservation image displayed in the first reservation display area is determined by referring to the previous reservation display pattern determination table based on the display pattern of the reservation image first displayed in the reservation display area. Also, when the display pattern of the reservation image displayed in the first reservation display area is determined, next, the display pattern of the reservation image displayed in the second reservation display area is determined. At this time, the display pattern of the reservation image displayed in the second reservation display area is determined by referring to the previous reservation display pattern determination table based on the display pattern of the reservation image displayed in the first reservation display area.
[0541] As described above, when a reservation is stored, first, the final display pattern in the reservation display area is determined, and then, the display patterns are sequentially determined in reverse order of the time series display order. Note that according to the previous reservation display pattern determination table, the selection ratio is set so that the same display pattern as the previously determined display pattern of the reservation image or only a display pattern with low reliability is determined.
[0542] According to the above-described final hold display pattern determination table and the previous hold display pattern determination table, during the period from the start to the end of the display of one hold image, the display pattern may change, or may continue to be displayed in one display pattern. Also, according to the final hold display pattern determination table, when the final display pattern in the hold display area is determined to be the default, the display patterns of the hold images displayed in each hold display area before that are also all determined to be the default. Therefore, in this case, although the execution of the hold change notice is determined by referring to the execution determination table for hold change notice shown in FIG. 60(c), the hold change notice is substantially not executed.
[0543] Note that, for example, in the final hold display pattern determination table, the selection ratio may be set so that only display patterns other than the default are determined. In this way, when the execution of the hold change notice is determined by referring to the execution determination table for hold change notice shown in FIG. 60(c), the hold change notice will always be executed.
[0544] Also, when it is determined not to execute the hold change notice by referring to the execution determination table for hold change notice shown in FIG. 60(c), the display patterns of the hold images in all hold display areas are determined to be the default.
[0545] Here, the display pattern of the hold image in each hold display area is determined by lottery one by one. However, a plurality of scenarios in which the display patterns of the hold images in each hold display area are combined may be provided in advance, and one scenario may be determined by lottery.
[0546] FIG. 62 is a diagram for explaining the scenario of the vibration notice. The scenario of the vibration notice defines the vibration timing of the effect button 208 that constitutes the vibration notice. As described above, the vibration notice can be executed at the time of winning, at the start of the pre-read variable process, at the stop of the variation, and at the start of the pre-read of the variation process, and each scenario defines at which timing the effect button 208 is vibrated.
[0547] In FIG. 62, "Retention 3" indicates the time when the target retention shifts to the third storage unit of the first special figure retention storage area. Similarly, "Retention 2" and "Retention 1" indicate the times when the target retention shifts to the second storage unit and the first storage unit of the first special figure retention storage area, respectively. Also, in FIG. 62, it can be said that "Retention 3", "Retention 2", and "Retention 1" indicate the variation processes and variation effects executed when the target retention shifts to the third storage unit, the second storage unit, and the first storage unit, respectively. And in the figure, "〇" indicates the execution of the vibration notice, and "×" indicates the non-execution of the vibration notice.
[0548] Here, 27 types of scenarios with scenario numbers = 0 to 26 are provided. For each scenario, as shown in FIG. 62, the timings of the execution and non-execution of the vibration notice are defined. For example, the scenario with scenario number = 11 defines that the vibration notice is executed at the time of winning, at the start of the pre-read variation effect two before the pre-read of the said variation effect, at the start of the pre-read variation effect one before the pre-read of the said variation effect, and at the start of the pre-read of the said variation effect, respectively.
[0549] Also, for example, the scenario with scenario number = 0 defines that the vibration notice is not executed at all timings. Therefore, even if the execution of the vibration notice is determined by referring to the execution determination table for the vibration notice shown in FIG. 60(b), if scenario number = 0 is determined, the vibration notice will result in non-execution. Here, by providing scenario number = 0, it is assumed that the non-execution of the vibration notice can be determined by a two-stage lottery. However, scenario number = 0 is not essential, and if the execution of the vibration notice is determined by referring to the execution determination table for the vibration notice shown in FIG. 60(b), it may be assumed that the vibration notice will be executed at any timing.
[0550] FIG. 63 is a diagram for explaining an example of a vibration prediction scenario determination table. A plurality of vibration prediction scenario determination tables are provided. The plurality of vibration prediction scenario determination tables include those for when the hold value is 0 and unchanged as shown in FIG. 63(a), those for when the hold value is 0 and changing as shown in FIG. 63(b), those for when the hold value is 1 as shown in FIG. 63(c), and those for when the hold value is 2 and 3 (not shown). In each vibration prediction scenario determination table, the selection ratio of scenarios with scenario numbers = 0 to 26 is set for each look-ahead specified change pattern number (look-ahead specified change pattern command).
[0551] When the number of special 1 holds at the time of winning is 0 and the change process based on the special 1 hold is not executed, the scenario is determined by referring to the vibration prediction scenario determination table for when the hold value is 0 and unchanged as shown in FIG. 63(a). According to this vibration prediction scenario determination table for when the hold value is 0 and unchanged, the selection ratio is set so that only scenarios with scenario numbers = 0 to 1 can be selected.
[0552] As is also clear from FIG. 62, according to the scenarios with scenario numbers = 0 to 1, in all cases at the time of hold 3, hold 2, hold 1, and at the start of the relevant look-ahead change, the vibration prediction is not executed. Therefore, when the number of special 1 holds at the time of winning is 0 and the change process based on the special 1 hold is not executed, either a scenario in which the vibration prediction is not executed (scenario number = 0) or a scenario in which the vibration prediction is executed only at the time of winning (scenario number = 1) will be determined.
[0553] Also, when the number of special 1 holds at the time of winning is 0 and the change process based on the special 1 hold is executed, the scenario is determined by referring to the vibration prediction scenario determination table for when the hold value is 0 and changing as shown in FIG. 63(b). According to this vibration prediction scenario determination table for when the hold value is 0 and changing, the selection ratio is set so that only scenarios with scenario numbers = 0 to 2 can be selected.
[0554] As is also clear from FIG. 62, according to the scenario with scenario number = 2, the vibration notification is not executed at the time of holding 3, holding 2, and holding 1. Therefore, when there are 0 special 1 holds at the time of winning and the fluctuation process based on the special 1 hold is being executed, a scenario (scenario number = 0) where the vibration notification is not executed, a scenario (scenario number = 1) where the vibration notification is executed only at the time of winning, and a scenario (scenario number = 2) where the vibration notification is executed at the time of winning and at the start of the pre-read of the fluctuation will be determined.
[0555] Also, when there is 1 special 1 hold at the time of winning, the scenario is determined by referring to the vibration notification scenario determination table for holding 1 shown in FIG. 63(c). According to this vibration notification scenario determination table for holding 1, the selection ratio is set so that scenarios with scenario numbers = 0 to 10 can be selected. As is also clear from FIG. 62, according to the scenarios with scenario numbers = 0 to 10, the vibration notification is not executed at the time of holding 3 and holding 2 in all cases. That is, when there is 1 special 1 hold at the time of winning, either a scenario (scenario number = 0) where the vibration notification is not executed or a scenario (scenario numbers = 1 to 10) where the vibration notification is executed at any one or more of the following timings: at the time of winning, at the start or end of the pre-read of the fluctuation process immediately before the current pre-read, or at the start of the pre-read of the fluctuation process can be determined.
[0556] Incidentally, although detailed description is omitted, when there are two special 1 holds at the time of winning, the scenario is determined by referring to a vibration notice scenario determination table for hold 2 time (not shown). According to the vibration notice scenario determination table for hold 2 time, the selection ratio is set so that scenarios with scenario numbers = 0 to 18 can be selected. As is also clear from FIG. 62, according to the scenarios with scenario numbers = 0 to 18, in all cases, at hold 3 time, the vibration notice is not executed. That is, when there are two special 1 holds at the time of winning, a scenario in which the vibration notice is not executed (scenario number = 0), or at the time of winning, at the start or stop of the pre-read variable process two before the variable process, at the start or stop of the pre-read variable process one before the variable process, or at the start of the pre-read variable process, one or more scenarios in which the vibration notice is executed at any one or more of these timings (scenario numbers = 1 to 18) can be determined.
[0557] Also, when there are three special 1 holds at the time of winning, the scenario is determined by referring to a vibration notice scenario determination table for hold 3 time (not shown). According to the vibration notice scenario determination table for hold 3 time, the selection ratio is set so that scenarios with scenario numbers = 0 to 26 can be selected. As is also clear from FIG. 62, according to the scenarios with scenario numbers = 19 to 26, in all cases, at hold 3 time, the vibration notice is executed. That is, when there are three special 1 holds at the time of winning, a scenario in which the vibration notice is not executed (scenario number = 0), or at the time of winning, at the start or stop of the pre-read variable process three, two, or one before the variable process, or at the start of the pre-read variable process, one or more scenarios in which the vibration notice is executed at any one or more of these timings (scenario numbers = 1 to 26) can be determined.
[0558] Here, as an example of the scenario determination method, the determination methods for the hold change notice and vibration notice scenarios have been described, but for other pre-read effects, the scenario is also determined by any of the above methods. However, the above-described scenario determination method is only an example, and the detailed content of the pre-read effect may be determined by a method other than the above.
[0559] As described above, in the present embodiment, first, whether or not to execute the preview effect is determined for each type of preview effect, and then the scenario of the preview effect for which execution has been determined, that is, the specific and detailed content of the preview effect, is determined. Here, in the present embodiment, 10 types of preview effects are provided, and for one object hold, execution of a number of preview effects may be determined. If execution is determined for all 10 types of preview effects at the time of winning a prize and scenarios are determined for each of them, the processing load at the time of winning a prize will become extremely large, which may affect the progress of the effect. Therefore, in the present embodiment, in order to suppress a temporary increase in the processing load, the processing load is dispersed as follows.
[0560] FIG. 64 is a diagram for explaining the timing of determining the scenario of each preview effect. When execution of the preview effects with performance numbers = No. 1 to No. 5 is determined at the time of winning a prize, the scenarios of these preview effects are determined at the time of winning a prize. On the other hand, when execution of the preview effects with performance numbers = No. 6 to No. 10 is determined at the time of winning a prize, the scenarios of these preview effects are determined at the time of finalization of the variation process (variation effect) executed at the time of winning a prize (at the start of the stop display of the special symbol on the first special symbol display 160).
[0561] In this way, among a plurality of types of preview effects, for some preview effects, the scenario including the execution timing and execution pattern is determined at the time of winning a prize, and for some other preview effects, the scenario is determined at the time of finalization after the time of winning a prize. An executable timing is set for each preview effect. As described above, the executable timing of the preview effects with performance numbers = No. 1 to No. 5 includes the time of winning a prize, while the executable timing of the preview effects with performance numbers = No. 6 to No. 10 does not include the time of winning a prize.
[0562] In this embodiment, for the preview effects with performance numbers = No. 1 to No. 5 where the winning time is included in the startable timing, since the scenario is determined at the time of winning, the preview effect can be started from the winning time at the shortest. Also, the winning time is not included in the startable timing of the preview effects with performance numbers = No. 6 to No. 10, and the shortest startable timing is the start time of the next variation process after the variation process that was being executed at the time of winning. Therefore, for the preview effects with performance numbers = No. 6 to No. 10, even if the scenario is determined at the time of the confirmation of the variation process at the time of winning, the preview effect can be started from the shortest startable timing.
[0563] Note that here, when a special hold No. 1 is acquired during the confirmation, that is, during the stop display of the special symbol on the first special symbol display 160, although the execution lottery is conducted at the time of winning, the scenario is determined at the start of the next variation process (variation effect) as shown by △ in FIG. 64. Thereby, the preview effect is not started during the confirmation. For example, the image for the preview effect does not overlap with the effect symbols 210a, 210b, 210c that suggest the result of the major role lottery, and there is no possibility of reducing the visibility of the effect symbols 210a, 210b, 210c.
[0564] However, even when winning during the confirmation, for the preview effects with performance numbers = No. 1 to No. 5, the scenario may be determined at the time of winning, and for the preview effects with performance numbers = No. 6 to No. 10, the scenario may be determined at the start of the next variation process (variation effect). Alternatively, when winning during the confirmation, all the processes related to the preview effect such as the execution lottery and the determination of the scenario may be executed at the start of the next variation process (variation effect).
[0565] Next, the processing in the sub-control board 330 for executing the above preview effect will be described. Note that hereinafter, the description of the processing in the sub-control board 330 that is not related to the above preview effect will be omitted.
[0566] (Sub-CPU initialization processing of the 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.
[0567] (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 processes for flags and the like stored in the sub-RAM 330c.
[0568] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each effect random number, and thereafter, repeats the process of step S1000-3 until an interrupt process is performed. Note that a plurality of types of effect random numbers are provided, and here, each effect random number is updated asynchronously.
[0569] (Sub-timer interrupt process of the 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.
[0570] (Step S1100-1) The sub-CPU 330a saves the registers.
[0571] (Step S1100-3) The sub-CPU 330a performs a process for enabling interrupts.
[0572] (Step S1100-5) The sub-CPU 330a performs update processing of various timer counters used in the sub-control board 330. Here, unless otherwise specified, the various timer counters are each decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 occurs, and when they reach 0, the decrementing stops.
[0573] (Step S1200) The sub-CPU 330a analyzes the commands stored in the reception buffer of the sub-RAM 330c and performs various processes according to the received commands. In the sub-control board 330, when a command is transmitted from the main control board 300, command reception interrupt processing is performed, and the command transmitted from the main control board 300 is stored in the reception buffer. Here, the commands stored in the reception buffer by the command reception interrupt processing are to be analyzed.
[0574] (Step S1100-7) The sub-CPU 330a performs time schedule management processing of referring to the time table and executing the processes corresponding to the relevant times stored in the time table. Here, based on the time data set in the time table, by turning various flags on and off, or by transmitting commands to each effect device, the execution of each effect including variable effects and major role effects is to be controlled.
[0575] (Step S1100-9) The sub-CPU 330a restores the register and ends the sub-timer interrupt processing.
[0576] FIG. 67 is a flowchart for explaining the pre-reading designated command reception process executed when a pre-reading designated command is received among the above-described 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) of step S100-65.
[0577] (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.
[0578] (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.
[0579] (Step S1210-5) The sub-CPU 330a conducts an execution lottery for each type of pre-reading effect.
[0580] (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.
[0581] (Step S1210-9) The sub-CPU 330a determines whether it has won in the execution lottery for at least one prefetch effect. As a result, if it is determined that it has won in the execution lottery, the process proceeds to step S1210-11, and if it is determined that it has not won in the execution lottery, the prefetch designated command reception process ends.
[0582] (Step S1210-11) The sub-CPU 330a turns on the execution lottery prohibition flag. As a result, in a state where one special 1 hold has been determined as the target hold, the execution lottery will not be executed hereafter. That is, two special 1 holds will not become the target hold at the same time.
[0583] (Step S1210-13) The sub-CPU 330a determines whether it is currently being finalized. As a result, if it is determined that it is being finalized, the process proceeds to step S1210-15, and if it is determined that it is not being finalized, the process proceeds to step S1210-17.
[0584] (Step S1210-15) The sub-CPU 330a turns on the lottery postponement flag and ends the prefetch designated command reception process. The lottery postponement flag is information indicating that the process of determining the scenario for all prefetch effects for which execution has been determined is postponed until the start of the next variation process (variation effect).
[0585] (Step S1210-17) The sub-CPU 330a determines whether the execution of the prefetch effects with production numbers = No.1 to No.5 has been determined in step S1210-5. As a result, if it is determined that the execution of the prefetch effect has been determined, the process proceeds to step S1210-19, and if it is determined that the execution of the prefetch effect has not been determined, the process proceeds to step S1210-21.
[0586] (Step S1210-19) The sub-CPU 330a determines and stores the scenarios of the prefetch effects with production numbers No.1 to No.5 that have won in the execution lottery.
[0587] (Step S1210-21) Based on the scenario determined in step S1210-19, the sub-CPU 330a determines whether there is a pre-reading effect to be executed at the time of winning. As a result, if it is determined that there is a pre-reading effect to be executed at the time of winning, the process proceeds to step S1210-23. If it is determined that there is no pre-reading effect to be executed at the time of winning, the pre-reading designated command reception process ends.
[0588] (Step S1210-23) The sub-CPU 330a performs a pre-reading effect execution process for executing the pre-reading effect at the time of winning, and ends the pre-reading designated command reception process. Thereby, the pre-reading effect is executed at the time of winning.
[0589] FIG. 68 is a flowchart for explaining a special figure stop designated command reception process executed when a special figure stop designated command is received in the above command analysis process according to the present embodiment. As described above, the special figure stop designated command is set in the main control board 300 in step S620-19 of FIG. 34, and then transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 18) of step S100-65.
[0590] (Step S1220-1) When receiving the special figure stop designated command, the sub-CPU 330a first determines whether the execution lottery prohibition flag is on. As a result, if it is determined that the execution lottery prohibition flag is on, the process proceeds to step S1220-3. If it is determined that the execution lottery prohibition flag is not on, the special figure stop designated command reception process ends.
[0591] (Step S1220-3) The sub-CPU 330a determines whether it has won the pre-reading effects with production numbers = No. 6 to No. 10 in the execution lottery. As a result, if it is determined that it has won the pre-reading effects with production numbers = No. 6 to No. 10, the process proceeds to step S1220-5, and if it is determined that it has not won the pre-reading effects with production numbers = No. 6 to No. 10, the process proceeds to step S1220-7.
[0592] (Step S1220-5) The sub-CPU 330a determines and stores the scenarios of the pre-reading effects with the production numbers No. 6 to No. 10 that it has won in the execution lottery.
[0593] (Step S1220-7) The sub-CPU 330a checks the scenarios of the pre-reading effects with production numbers No. 1 to No. 5 and determines whether there is a pre-reading effect to be executed at the time of confirmation. As a result, if it is determined that there is a pre-reading effect to be executed at the time of confirmation, the process proceeds to step S1220-9, and if it is determined that there is no pre-reading effect to be executed at the time of confirmation, the process proceeds to step S1220-11.
[0594] (Step S1220-9) The sub-CPU 330a performs pre-reading effect execution processing for executing the pre-reading effect at the time of confirmation (when the variation stops).
[0595] (Step S1220-11) The sub-CPU 330a determines whether the variation process of the target hold has ended. As a result, if it is determined that the variation process of the target hold has ended, the process proceeds to step S1220-13, and if it is determined that the variation process of the target hold has not ended, the reception processing of the special drawing stop command is terminated.
[0596] (Step S1220-13) The sub-CPU 330a turns off the execution lottery prohibition flag and terminates the reception processing of the special drawing stop command.
[0597] FIG. 69 is a flowchart for explaining the variable command reception process that is executed when a variable command is received among the 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) of step S100-65.
[0598] (Step S1230-1) When the sub-CPU 330a receives a variable command, it first determines whether the lottery postponement flag is on. As a result, if it is determined that the lottery postponement flag is on, the process proceeds to step S1230-5, and if it is determined that the lottery postponement flag is not on, the process proceeds to step S1230-3.
[0599] (Step S1230-3) The sub-CPU 330a loads the scenario for pre-reading effects stored therein.
[0600] (Step S1230-5) The sub-CPU 330a determines and stores the scenarios for the pre-reading effects with performance numbers = No. 1 to No. 10 that are determined to be executed in the execution lottery, respectively.
[0601] (Step S1230-7) The sub-CPU 330a determines whether there is a pre-reading effect to be executed at the start or during the variation based on the scenario loaded in step S1230-3 or the scenario stored in step S1230-5. As a result, if it is determined that there is a pre-reading effect to be executed at the start or during the variation, the process proceeds to step S1230-9, and if it is determined that there is no pre-reading effect to be executed at the start or during the variation, the process proceeds to step S1230-11.
[0602] (Step S1230-9) The sub-CPU 330a performs a pre-reading effect execution process for executing a pre-reading effect at the start or during the change.
[0603] (Step S1230-11) The sub-CPU 330a performs a variation effect execution process of determining an execution pattern of the variation effect based on the received variation command and starting the variation effect with the determined execution pattern, and ends the variation command reception process.
[0604] As described above, the preferred embodiments of the present invention have been described with reference to the accompanying drawings. Needless to say, the present invention is not limited to such embodiments. It is obvious that those skilled in the art can conceive of various modification examples or correction examples within the scope described in the claims, and it is naturally understood that they also belong to the technical scope of the present invention.
[0605] In the above embodiment, an example of the case where the present invention is applied to the first type of gaming machine has been described. However, the gaming properties of the gaming machine to which the present invention can be applied are not limited to this. For example, it goes without saying that the present invention can also be applied to the second type of gaming machine and the first and 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 machine to which the present invention can be applied are not particularly limited, and a game board provided with a start area into which a game ball can enter, an information acquisition means for acquiring predetermined information based on the entry of the game ball into the start area, a symbol determination means for determining a stop symbol based on the predetermined information, a variation processing means for variably displaying a symbol on the symbol display unit and stopping and displaying the stop symbol on the symbol display unit when a predetermined variation time has elapsed, and a game benefit giving means for giving a game benefit to the player when a predetermined stop symbol is stopped and displayed on the symbol display unit may be provided.
[0606] Also, in the above embodiment, it is assumed that 10 types of pre-reading effects are provided. However, the types and contents of the pre-reading effects are not particularly limited. At least a plurality of types of pre-reading effects including at least the first pre-reading effect and the second pre-reading effect may be provided.
[0607] In the above-described embodiment, as the first preview effect, preview effects with effect numbers = No. 1 to No. 5 are provided, and the scenario, which is the execution pattern of these preview effects, is determined at the time of winning. Also, as the second preview effect, preview effects with effect numbers = No. 6 to No. 10 are provided, and the scenario, which is the execution pattern of these preview effects, is determined at the time of confirmation. However, in the above-described embodiment, the timing for determining the scenario of each preview effect is not limited to the time of winning or confirmation.
[0608] For example, when predetermined information (pending) is acquired during the variable process, if the execution pattern (scenario) of the first preview effect can be determined at the first timing from when the predetermined information is acquired until the ongoing variable process ends. Also, if the execution pattern of the second preview effect can be determined at the second timing after the first timing and until the start of the next variable process that is being executed when the predetermined information is acquired.
[0609] In the above-described embodiment, the first timing is when receiving a command (preview designation command) transmitted based on the acquisition of the predetermined information, and the second timing is when receiving a command (special symbol stop designation command) transmitted based on the fact that a stop symbol (special symbol) has been stopped and displayed in the variable process (winning variable process) being executed when the predetermined information is acquired.
[0610] In any case, the first timing is any timing during the winning variable process, and the second timing may be set after the first timing and until the start of the next variable process. Therefore, for example, the first timing may be the time of confirmation, and the second timing may be the start of the next variable process. Therefore, in the above-described embodiment, the second timing may be when receiving a command (variable command) transmitted at the start of the next variable process.
[0611] In the above embodiment, the preview effects with effect numbers = No. 1 to No. 5, which are the first preview effects, can be started at the time of winning, that is, during the variation process at the time of winning. The preview effects with effect numbers = No. 6 to No. 10, which are the second preview effects, can be started after the start of the next variation process following the variation process at the time of winning. However, the relationship between the startable timing of each preview effect and the determination timing of the execution pattern, that is, the scenario, is not particularly limited. For example, contrary to the above embodiment, the scenario of the preview effects with effect numbers = No. 6 to No. 10 may be determined at the time of winning, and the scenario of the preview effects with effect numbers = No. 1 to No. 5 may be determined at the time of confirmation. In this case, even if it is determined that the preview effects with No. 1 to No. 5 are to be executed at the time of winning, the preview effects at the time of winning will merely not be executed.
[0612] In the above embodiment, the execution patterns of all preview effects from the time of winning until the preview of the relevant variation ends are defined in the scenario. That is, in the above embodiment, for all executable timings of the preview effects existing until the preview of the relevant variation ends, the execution or non - execution and the execution pattern are determined at the time of winning or at the time of confirmation. However, for example, at the time of winning or at the time of confirmation, the scenario until before the start of the relevant variation may be determined, and the scenario after the start of the relevant variation may be determined at the start of the relevant variation. That is, at the time of winning or at the time of confirmation, it may be that the execution pattern is determined only for some of the executable timings among the executable timings of the preview effects.
[0613] In the above embodiment, the execution lottery itself is not decentralized, and only the scenario determination process is decentralized at the time of winning and at the time of confirmation. However, for example, for the preview effects with No. 1 to No. 5, the execution lottery and the scenario determination may be performed at the time of winning, and for the preview effects with No. 6 to No. 10, the execution lottery and the scenario determination may be performed at the time of confirmation or at the start of the next variation.
[0614] Note that the area within the first start port 120 in the above embodiment corresponds to the start area of the present invention. In addition, the special feature 1 reservation in the above embodiment corresponds to the predetermined information of the present invention, and the main CPU 300a that executes the process of FIG. 27 corresponds to the information acquisition means of the present invention. Also, in the above embodiment, the main CPU 300a that executes the process of step S610-11 in FIG. 31 corresponds to the symbol determination means of the present invention. In addition, the first special symbol display 160 in the above embodiment corresponds to the symbol display unit of the present invention, and the main CPU 300a that executes the process of FIG. 34 corresponds to the variation processing means of the present invention. Moreover, the setting of the big role game and the advantageous game state for the player in the above embodiment corresponds to the game profit of the present invention, and the main CPU 300a that executes the processes from FIG. 37 to FIG. 41 corresponds to the game profit granting means of the present invention. Also, the sub-control board 330 in the above embodiment corresponds to the effect determination means and the effect execution means of the present invention.
Explanation of Reference Numerals
[0615] 100 Gaming machine 108 Game board 120 First start port 160 First special symbol display 300 Main control board 300a Main CPU 330 Sub-control board 330a Sub CPU
Claims
1. A game board provided with a start area into which a game ball can enter; Information acquisition means for acquiring predetermined information based on the entry of the game ball into the start area; Symbol determination means for determining a stop symbol based on the predetermined information; Variation processing means for variably displaying a symbol on a symbol display unit and executing a variation process of stopping and displaying the stop symbol on the symbol display unit when a predetermined variation time has elapsed; Game profit granting means for granting a game profit to a player when the predetermined stop symbol is stopped and displayed on the symbol display unit; Presentation determination means for determining the presence or absence of execution of a plurality of types of prediction presentations including at least a first prediction presentation and a second prediction presentation, and an execution pattern of the prediction presentation to be executed, based on the acquired predetermined information; Presentation execution means for executing the prediction presentation in the determined execution pattern; Comprising: The presentation determination means: When the predetermined information is acquired during the variation process, the execution pattern of the first prediction presentation can be determined at a first timing from when the predetermined information is acquired until the end of the ongoing variation process; The execution pattern of the second prediction presentation can be determined at a second timing after the first timing and until the start of the next variation process after the variation process being executed when the predetermined information is acquired; A gaming machine characterized by the above.
2. The first timing is when receiving a command transmitted based on the acquisition of the predetermined information; The second timing is when receiving a command transmitted based on the stop symbol being stopped and displayed in the variation process being executed when the predetermined information is acquired, or when receiving a command transmitted at the start of the next variation process; The gaming machine according to claim 1, characterized by the above.
3. The first prediction presentation can be started during the variation process being executed when the predetermined information is acquired; The second prediction presentation can be started after the start of the next variation process; The gaming machine according to claim 1 or 2, characterized by the above.
Citation Information
Patent Citations
Game machine
JP2019201948A