Game machine

A gaming machine with staged effects and suggestion mechanisms addresses player discomfort by smoothing transitions, enhancing effect reliability and player experience.

JP2025113751AActive Publication Date: 2025-08-04HEIWA CORP
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2024008067
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-23
Publication Date
2025-08-04
Estimated Expiration
2044-01-23

AI Technical Summary

Technical Problem

The timing of meter value switching and effect termination in gaming machines can cause player discomfort, potentially deteriorating the perceived effect reliability.

Method used

Implement a gaming machine with multiple stages and effects, including a specific effect execution mechanism that transitions between stages based on preset conditions and a suggestion effect to anticipate stage changes, using image transitions and visibility reductions to manage the effect flow.

Benefits of technology

This approach helps maintain and enhance the perceived effect reliability by smoothing transitions and reducing discomfort, thereby improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025113751000001_ABST
    Figure 2025113751000001_ABST
Patent Text Reader

Abstract

To suppress a deterioration in a performance effect.SOLUTION: A game machine includes specific performance execution means provided with a plurality of steps at least including a first step and a second step to execute specific performance in which a step shifts by establishing a shift condition set in advance, and suggestive performance execution means for executing suggestive performance that suggests an end of the specific performance after the end of the specific performance. The specific performance execution means displays a first performance image in the first step, makes a shift to the second step when the shift condition is established in the first step, switches the first performance image to a second performance image to be displayed, and the suggestive performance execution means displays a first suggestive image in suggestive performance in the cases that the specific performance ends during the display of the first performance image in the first step and that the shift condition is established in the first step and a specific condition is established, and displays a second suggestive image in the suggestive performance in the cases that the specific performance ends during the display of the second performance image in the second step and that the specific condition is not established.SELECTED DRAWING: Figure 63
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] In gaming machines, various effects are executed, such as effects suggesting the reliability of a big win. For example, Patent Document 1 discloses a gaming machine in which an ascending effect is executed in which a meter value in a meter image increases when a player operates an effect button. In this gaming machine, the reliability of a big win is suggested by the degree of increase in the meter value.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Depending on the timing at which the meter value switches and the timing at which the effect ends, the above-described increase in the meter value may give the player a sense of discomfort in subsequent effects, and there is a risk that the effect will deteriorate.

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

Means for Solving the Problems

[0006] In order to solve the above problems, the gaming machine of the present invention is provided with a plurality of stages including at least a first stage and a second stage, and has a specific effect execution means for executing a specific effect in which the stage transitions when a preset transition condition is satisfied, and a suggestion effect execution means for executing a suggestion effect that suggests the end of the specific effect after the end of the specific effect. The specific effect execution means displays a first effect image in the first stage, and when the transition condition is satisfied in the first stage, it causes a transition to the second stage and switches and displays the first effect image to a second effect image. The suggestion effect execution means displays a first suggestion image in the suggestion effect when the specific effect ends during the display of the first effect image in the first stage, and when the transition condition is satisfied in the first stage and a specific condition is satisfied, and displays a second suggestion image in the suggestion effect when the specific effect ends during the display of the second effect image in the second stage, and when the transition condition is satisfied in the first stage and the specific condition is not satisfied.

[0007] Further, when the transition condition is satisfied in the first stage, the specific effect execution means executes a switching effect that suggests the transition of the stage before the display of the second effect image or in parallel with the display of the second effect image. The suggestion effect execution means may display the first suggestion image in the suggestion effect on the assumption that the specific condition is satisfied when the specific effect ends before the end of the switching effect.

[0008] Further, the switching effect may include at least either the display of a predetermined image or an effect that reduces the visibility of the second effect image.

Advantages of the Invention

[0009] According to the present invention, it is possible to suppress a decrease in the effect of the effect.

Brief Description of the Drawings

[0010]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23

Figure 24

Figure 25

Figure 26

Figure 27

Figure 28

Figure 29

Figure 30

Figure 31

Figure 32

Figure 33

Figure 34

Figure 35

Figure 36

Figure 37

Figure 38

Figure 39

Figure 40

Figure 41

Figure 42

Figure 43

Figure 44

Figure 45

Figure 46

Figure 47

Figure 48

Figure 49

Figure 50

Figure 51

Figure 52

Figure 53

Figure 54

Figure 55

Figure 56

Figure 57

Figure 58

Figure 59

Figure 60

Figure 61

Figure 62

Figure 63

Figure 64

Figure 65

Figure 66

Figure 67

Figure 68

Figure 69

Best Mode for Carrying Out the Invention

[0011] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to omit redundant description, and elements not directly related to the present invention are not shown.

[0012] To facilitate the understanding of the embodiments of the present invention, the mechanical configuration, electrical configuration, and specific processes on each board of the gaming machine according to the present embodiment will be described.

[0013] FIG. 1 is a perspective view of the gaming machine 100 according to the present 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. 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 to the front side of the gaming machine 100 is provided at the lower part of the front frame 106. This operation handle 112 is provided so that 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 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 a 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 and flows down and rolls in irregular directions.

[0017] The gaming area 116 includes a first gaming area 116a and a second gaming area 116b where the degree of entry of the game balls varies according to the firing intensity of the firing mechanism. The first gaming area 116a is located on the left side of the gaming area 116 as viewed from the player facing the gaming machine 100, and the second gaming area 116b is located on the right side of the gaming 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 gaming area 116, the game balls fired by the firing mechanism with a firing intensity less than a predetermined intensity enter the first gaming area 116a, and the game balls fired with a firing intensity equal to or greater than the predetermined intensity enter the second gaming area 116b.

[0018] In addition, the gaming area 116 is provided with a general winning opening 118, a first start opening 120, and a second start opening 122 into which the game balls can enter. When the 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 the game ball enters the first start opening 120 to be less than the number of prize balls paid out when the game ball enters the second start opening 122.

[0019] 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. When the 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 any one of a plurality of special symbols provided in advance. Various gaming benefits such as the availability of a major winning game or a minor winning game advantageous to the player and what kind of gaming state the subsequent gaming state will be are associated with each special symbol. Therefore, when the game ball enters the first start opening 120 or the second start opening 122, the player will obtain a predetermined number of prize balls and at the same time will obtain an opportunity to acquire the right to receive various gaming benefits.

[0020] The first starting port 120 is located 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] Also, 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, the second starting port 122 is provided with a movable piece 122b that can be opened and closed. When this movable piece 122b is in the closed state, it is impossible or difficult for game balls to enter the second starting port 122. Note that the specific configuration of the second starting port 122 is not particularly limited, but here, the movable piece 122b is configured to be immersed in the back side of the game board 108 in the closed state and protrude from 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 a game ball passes through the gate 124 provided in the first game area 116a and the second game area 116b, or when a game ball enters 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 a game ball has passed through the gate 124 or a game ball has 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. Thus, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray for guiding the game balls to the second starting port 122, making it easier for the game balls to enter the second starting port 122.

[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 at the first large winning port 126 so as to be openable and closable. Usually, the opening / closing door 126b closes the first large winning port 126, making it impossible for the game balls to enter the first large winning port 126. On the other hand, when the above-mentioned small hit game is executed, the opening / closing door 126b is opened, and the opening / closing door 126b functions as a tray, making it possible for the game balls to enter the first large winning port 126. Then, when a game ball enters the first large winning port 126, a predetermined number of prize balls are paid out to the player.

[0026] Also, an opening / closing door 128b is provided at the second large winning port 128 so as to be openable and closable. Usually, the opening / closing door 128b closes the second large winning port 128, making it impossible for the game balls to enter the second large winning port 128. On the other hand, when the above-mentioned big role game is executed, the opening / closing door 128b is opened, and the opening / closing door 128b functions as a tray, making it possible for the game balls to enter the second large winning port 128. Then, when a game ball enters the second large winning port 128, a predetermined number of prize balls are paid out to the player. Note that the first large winning port 126 and the second large winning port 128 are collectively simply referred to as the large winning port.

[0027] In addition, at the lowermost part of the game area 116, a discharge port 130 is provided for discharging the game balls that have not entered any of the general winning port 118, the first starting port 120, the second starting port 122, the first large winning port 126, and the second large winning port 128 from the game area 116 to the back side of the game board 108.

[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 that are each composed of an image display unit for displaying an image. The main effect display unit 200a is disposed at a substantially central portion of the game board 108 so as to be visible from the front side of the gaming machine 100. On this main effect display unit 200a, as shown in the figure, effect symbols 210a, 210b, and 210c are variably displayed, and a variable effect is executed in which the jackpot lottery result is notified to the player according to the stop display 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 disposed in front of the main effect display unit 200a and is normally retracted to the back side of the game board 108, but moves to the front of the main effect display unit 200a during the variable display of the above-described effect symbols 210a, 210b, and 210c, etc., to give the player a sense of expectation of a big win.

[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 according to the image displayed on the main effect display unit 200a and the like.

[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 according to the image displayed on the main effect display unit 200a and the like.

[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 it accepts the player's operation 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 near 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, on the bottom surface of this lower tray 134, a ball discharge hole (not shown) for discharging the gaming balls from the lower tray 134 is formed. This ball discharge hole is normally closed by a closing plate (not shown), but by pushing in the ball discharge knob 134a, the closing plate slides integrally with the ball discharge knob 134a, and it 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 their details will be described later.

[0037] (Internal Configuration of Control Means) Figure 3 is a block diagram showing the internal configuration of 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 mainly started by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game started by the game ball passing through the gate 124 (the game ball enters the general operation port 125). 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 the entry of a game ball into the general winning port 118, a first start port detection switch 120s for detecting the entry of a game ball into the first start port 120, a second start port detection switch 122s for detecting the entry of a game ball into the second start port 122, a gate detection switch 124s for detecting the passage of a game ball through the gate 124, a general operation port detection switch 125s for detecting the entry of a game ball into the general operation port 125, a first big winning port detection switch 126s for detecting the entry of a game ball into the first big winning port 126, a second big winning port detection switch 128s for detecting the entry of a game ball into the second big winning port 128, and an out ball detection switch 130s for detecting the 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 have entered 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] In addition, 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 hitting notification display 172 are connected, and the main control board 300 controls the display of each of these displays.

[0044] In addition, the gaming machine 100 is provided with a plurality of abnormality detection sensors 174 that detect the possibility of abnormalities or irregularities, 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, 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 a RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. When a RAM clear operation signal is input from the RAM clear switch 182s at the time of power-on, the main CPU 300a clears the main RAM 300c.

[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 capable of two-way communication. A game information output terminal board 312 is connected to this payout control board 310, and various information on the progress of the game output from the main control board 300 is output to a hall computer of the game parlor or the like via the payout control board 310 and the game information output terminal board 312.

[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 grasp whether the bonus balls to be paid out have been paid out to the player.

[0051] Further, a tray full detection switch 318s for detecting the full state of the lower tray 134 is connected to the payout control board 310. The tray full detection switch 318s is provided in the passage for guiding 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, when 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 launch device to launch a game ball.

[0054] The sub-control board 330 mainly controls various effects during the game, such as during play and standby. The sub-control board 330 includes a sub-CPU 330a, a sub-ROM 330b, a sub-RAM 330c, and an RTC 330d, and is connected to the main control board 300 so as to be capable of one-way communication from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out a program stored in the sub-ROM 330b based on a command transmitted from the main control board 300, an input signal from a timer, etc., performs arithmetic processing, and executes control of the effects. At this time, the sub-RAM 330c functions as a data work area during the arithmetic processing of the sub-CPU 330a.

[0055] Specifically, the sub-control board 330 performs image display control for displaying images on the main effect display unit 200a and the sub-effect display unit 201a. A large number of various image data to be displayed on the main effect display unit 200a and the sub-effect display unit 201a are stored in the sub-ROM 330b, and the sub-CPU 330a reads out the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display of the main effect display unit 200a and the sub-effect display unit 201a.

[0056] In addition, the sub-control board 330 controls the movement of the effect accessory device 202 and the lighting control of the effect lighting device 204, and performs audio output control to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from an effect button detection switch 208s that detects that the effect button 208 has been pressed and a cross key detection switch 209s that detects that the cross key 209 has been pressed, predetermined processing is performed.

[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 used area (0000H to 1A7AH) for storing programs and data for controlling the progress of the game, and an area other than the used area, which stores programs and data for performing processes for tests defined by the game machine rules and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184).

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

[0062] Also, in the memory area of the main ROM 300b, in addition to the used area and the non - used area, there are provided an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) where arbitrary data such as the title and version of the program are stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) where information necessary for the main CPU 300a to execute programs is stored.

[0063] The memory area of the main RAM 300c has a used area (F000H to F1FFH) that is temporarily used when programs for controlling the progress of the game are being executed, and a non - used area other than the used area, which is a non - used area (F210H to F228H) that is temporarily used when programs for executing processes for performing tests defined by the game machine rules and processes for displaying the performance display monitor 184 are being executed.

[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 exclude 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, in addition to the used area and the unused area, there are provided an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).

[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 are being executed.

[0069] Note that the unused area provided between the used area and the non - used area only needs to be at least 1 byte or more. From the perspective of preventing fraud, it is preferably 4 bytes or more, and more preferably set to 16 bytes or more. Also, although writing and reading of data are prohibited in the unused area, from the perspective of preventing fraud, it may be cleared at a predetermined timing.

[0070] Next, the game in the gaming machine 100 of this embodiment will be described in conjunction with various tables stored in the main ROM 300b.

[0071] As described above, the gaming machine 100 of this 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 these two games proceed, the game proceeds in any game state in which either a low - probability game state or a high - probability game state and either a non - time - saving game state or a time - saving game state are combined.

[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 major - winning game in which the first major winning port 126 and the second major winning port 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 major - winning game is set high.

[0073] Also, the non - time - saving game state is a game state in which the movable piece 122b is difficult to be in the open state and it is difficult for a game ball to enter the second starting port 122, and the time - saving game state is a game state in which the movable piece 122b is easier to be in the open state and it is easier for a game ball to enter the second starting port 122 than in the non - time - saving game state. Note that the initial state of the gaming machine 100 is set to the low - probability game state and the non - time - saving game state, and this game state is referred to as the normal game state in this 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. Also, after the end of the big winning game, the game state is set to any of the above game states. Hereinafter, the big winning lottery method will be described.

[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 retention memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special figure retention memory area when a game ball enters the first start port 120 will be collectively referred to as special 1 retention, and the various random numbers stored in the special figure retention memory area when a game ball enters the second start port 122 will be collectively referred to as special 2 retention.

[0076] The special figure retention memory area of the main RAM 300c includes a first special figure retention memory area and a second special figure retention memory area. The first special figure retention memory area and the second special figure retention memory area each have four storage parts (first to fourth storage parts). When a game ball enters the first start port 120, special 1 retention is stored in order from the first storage part of the first special figure retention memory area, and when a game ball enters the second start port 122, special 2 retention is stored in order from the first storage part of the second special figure retention memory 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, a special 1 hold is stored in the first memory unit. Also, for example, when a game ball enters the first start port 120 while a special 1 hold is stored in the first to third memory units, the special 1 hold is stored in the fourth memory unit. Similarly, when a game ball enters the second start port 122, a special 2 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 no special 2 hold is stored, in the same manner as above.

[0078] However, the number of special 1 holds (X1) and the number of special 2 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 4. Therefore, for example, when a game ball enters the first start port 120 and 4 special 1 holds are already stored in the first special figure hold memory area, no new special 1 hold will be stored due to the entry of the game ball into the first start port 120. Similarly, when a game ball enters the second start port 122 and 4 special 2 holds are already stored in the second special figure hold memory area, no new special 2 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 Special 1 hold and Special 2 hold, the low-probability big win determination random number determination table is referred to. Here, in this embodiment, six levels of setting values with different degrees of advantage are provided, and the low-probability big win determination random number 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 big win 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 big win determination random number determination table a shown in FIG. 5(a). According to this low-probability big win determination random number determination table a, when the big win determination random number is 10001 to 10218, 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 / 300.6, and the small 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 big win determination random number determination table b shown in FIG. 5(b). According to this low-probability big win determination random number determination table b, when the big win determination random number is 10001 to 10225, 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 / 291.2, and the small 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 from 10001 to 10232, it is determined as a big win; when the big win determination random number is from 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 from 10001 to 10239, it is determined as a big win; when the big win determination random number is from 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 from 10001 to 10246, it is determined as a big win; when the big win determination random number is from 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 by referring to the low-probability big win determination random number determination table f shown in FIG. 5(f). According to this low-probability big win determination random number determination table f, when the big win determination random number is 10001 to 10253, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 259.0, and the small win probability is approximately 1 / 50.

[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 by referring to the high-probability big win determination random number determination table a shown in FIG. 6(a). According to this high-probability big win determination random number determination table a, when the big win determination random number is 10001 to 10620, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 105.7, and the small win probability is approximately 1 / 50.

[0089] Similarly, in the high-probability gaming state, when the set values are set to 2 to 6 (registered set values = 2 to 6), a major winning combination lottery is conducted by referring to the high-probability big win determination random number determination tables b to f shown in FIGS. 6(b) to (f). According to these high-probability big win determination random number determination tables b to f, when the big win determination random number is the value shown in the figure, it is determined as a big win. Therefore, in the case of set values = 2 to 6, the big win probabilities are approximately 1 / 102.4 to 1 / 91.0, respectively, and the small win probability is approximately 1 / 50.

[0090] As described above, the big winning lottery is conducted according to the registered setting value. At this time, the winning probability of the big win varies according to the registered setting value, and when the registered setting value is large, it is easier to win the big win than when it is small. Here, although 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 big winning lottery, only either the big win or the loss may be determined.

[0091] Also, here, although the winning probability of the big win in both the low-probability gaming state and the high-probability gaming state is different according to the registered setting value, it may be that only the winning probability of the big win in either the low-probability gaming state or the high-probability gaming state is different 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 obtained 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 obtained winning symbol random number and the winning symbol random number determination table. At this time, when winning the "big win" by the first special hold, as shown in FIG. 7(a), the first special hold winning symbol random number determination table a is selected. When winning the "small win" by the first special hold, as shown in FIG. 7(b), the first special hold winning symbol random number determination table b is selected. Also, when winning the "big win" by the second special hold, as shown in FIG. 7(c), the second special hold winning symbol random number determination table a is selected. When winning the "small win" by the second special hold, as shown in FIG. 7(d), the second special 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 first special hold winning symbol random number determination table a shown in FIG. 7(a) and the second special 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 obtained winning symbol random number. Also, according to the first special hold winning symbol random number determination table b shown in FIG. 7(b) and the second special hold winning symbol random number determination table b shown in FIG. 7(d), regardless of the value of the obtained winning symbol random number, the type of special symbol (small win symbol) is determined as the special symbol a as shown in the figure.

[0094] On the one hand, when the grand prize lottery result is "a loss", if the lottery result is derived by Special 1 reservation, Special Symbol X is determined as a losing symbol without conducting a lottery. Also, when the grand prize lottery result is "a loss", if the lottery result is derived by Special 2 reservation, 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 grand prize lottery result is "big win" or "small win", and is not referred to when the grand prize lottery result is "a loss". Here, in the winning symbol random number determination table for Special 1 and the winning symbol random number determination table for Special 2, the same big win symbol is determined respectively. However, different big win symbols may be determined in both tables, or regardless of the reservation type, the type of special symbol (big win symbol) may be determined by referring to one winning symbol random number determination table.

[0096] Here, the selection ratios of the big win symbol and the small win symbol are made common for all set values, but either one or both of the big win symbol and the small win symbol may be made different for each set 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-limited 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 performing the big winning lottery (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 performing the big winning lottery, as shown in FIG. 8(b), the reach group determination random number determination table 2 is selected, and if the number of holds is 3, as shown in FIG. 8(c), the reach group determination random number determination table 3 is selected. In FIG. 8, the group x described in the group type column 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 that is referred to when the big winning combination lottery result of "loss" is derived based on Patent 1 reservation has been described. However, the main ROM 300b stores a number of other reach group determination random number determination tables.

[0100] In addition, when the big winning combination lottery result is "big win" or "small win", the group type is not determined when determining the variation production pattern. That is, the reach group determination random number determination table is referred to only when the big winning combination lottery result is "loss", and is not referred to when the big winning combination 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 combination lottery result is "loss", a big win-time reach mode determination random number determination table selected when the big winning combination lottery result is "big win", and a small win-time reach mode determination random number determination table selected when the big winning combination 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 type of symbol. 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 "loss", as shown in Fig. 9(a), the loss-time reach mode determination random number determination table corresponding to the group type determined by the above group type lottery is selected, and based on the selected loss-time reach mode determination random number determination table and the reach mode determination random number, the variable mode number is determined. Also, when the result of the above big winning combination lottery is "big win", as shown in Figs. 9(b) and (c), the big-win-time reach mode determination random number determination table corresponding to the read 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, the variable mode number is determined.

[0104] Furthermore, when the result of the above big winning combination lottery is "small win", as shown in Figs. 9(d) and (e), the small-win-time reach mode determination random number determination table corresponding to the read 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, the variable mode number is determined.

[0105] Also, in each reach mode determination random number determination table, a variation pattern random number determination table (to be described later) is associated with the reach mode determination random number together with the variable mode number. When the variable mode number is determined, the variation pattern random number determination table is determined at the same time. 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 variable mode number and the table number of the variation pattern random number determination table will be determined. Also, in the present embodiment, the variable mode number and the variation pattern number (to 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 major role lottery is "a miss", first, the group type is determined by the reach group determination random number determination table shown in FIG. 8 and the reach group determination random number. Then, according to the determined group type and the game state, the variation mode number and the variation pattern random number determination table are determined by the miss reach mode determination random number determination table shown in FIG. 9(a) and the reach mode determination random number.

[0107] On the other hand, when the result of the major 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 major role lottery is performed, the variation mode number and the variation pattern number are determined according to the major role lottery result, the determined symbol type, the game state, the hold number, the hold type, etc. These variation mode numbers and variation pattern numbers specify the variation effect pattern, and the mode and time of the variation effect are associated with each of them.

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

[0115] When a special symbol A, B, C which is a major winning symbol or a special symbol a which is a minor winning symbol is determined, as shown in FIG. 12, an opening / closing process for opening and closing the first major winning port 126 and the second major winning port 128 in a predetermined opening / closing pattern is executed with reference to the special electric accessory operation ram set table. The major winning game is composed of a plurality of round games in which the second major winning port 128 is opened and closed a predetermined number of times, and the minor winning game is executed only once as a round game in which the first major winning port 126 is opened and closed a predetermined number of times.

[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 major winning game or minor winning game), the open large winning ports (the first major winning port 126 and the second major winning port 128 opened in each round game), the switching times of the opening and closing of the special electric accessory (the number of times the first major winning port 126 and the second major winning port 128 are opened during one round game), the solenoid energization time (the energization time of the first major winning port solenoid 126c and the second major winning port solenoid 128c for each number of times the first major winning port 126 and the second major winning port 128 are opened, that is, the opening time of the first major winning port 126 and the second major winning port 128 once), the specified number (the maximum number of winning possible for the first major winning port 126 and the second major winning port 128 in one round game), the effective time for closing the large winning port (the closing time of the first major winning port 126 and the second major 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 major winning game for each type of major winning symbol and minor winning symbol as shown in the figure.

[0117] In this embodiment, when the special symbols A and B which are major winning symbols are determined, a major winning game composed of five round games is executed. When the special symbol C is determined, a major winning game composed of fifteen round games is executed. Each round game ends when the specified number (8) of game balls enter the second major winning port 128 or when a predetermined time (here 29.0 seconds) has elapsed since the second major winning port 128 was opened.

[0118] Also, when the special symbol a which is a minor winning symbol is determined, a minor winning game composed of one round game is executed. In the minor winning game executed when the special symbol a is determined, in the first round game, the opening of the first major 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 completion 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 completion 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 completion 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 completion 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 indicates 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 completion of the big role game, if the lottery result of the jackpot is not derived in the high probability game state and the losing lottery result is derived 10,000 times, the game state will be changed to the low probability game state.

[0121] Also, after the completion 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 is set to 100 times, and if it is special symbol B or C, the time-saving times is set to 10,000 times. This means that the time-saving game state continues until the big role lottery result is determined 100 times or 10,000 times. However, the above-mentioned time-saving times indicates 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 pattern operation port 125), a determination process of the general pattern (hereinafter referred to as "general pattern 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 pattern 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 pattern hold storage area of the main RAM 300c with a maximum of four. That is, the general pattern 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 pattern operation port 125) with the winning determination random number stored in all four storage units of the general pattern 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 pattern hold storage area when a game ball passes through the gate 124 (the game ball enters the general pattern operation port 125) is called the general pattern hold.

[0124] When starting the general pattern lottery in the non-time shortening game state, as shown in FIG. 14(a), the non-time shortening game state winning determination random number determination table is referred to. According to this non-time shortening game state winning determination random number determination table, when the winning determination random number is 0, a winning pattern is determined as the type of the general pattern, and when the winning determination random number is 1 to 99, a losing pattern is determined as the type of the general pattern. Therefore, the probability of determining a winning pattern in the non-time shortening game state, that is, the winning probability, is 1 / 100. Although details will be described later, when a winning pattern is determined in this general pattern lottery, the second start port 122 is controlled to be in an open state, and when a losing pattern is determined, the second start port 122 is maintained in a closed state.

[0125] When starting the general 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 general symbol, and when the winning determination random number is 99, the losing symbol is determined as the type of the general symbol. Therefore, the probability of determining the winning symbol in the time-saving game state, that is, the winning probability, is 99 / 100.

[0126] Fig. 15(a) is a diagram for explaining the general symbol variation time data table according to the present embodiment, and Fig. 15(b) is a diagram for explaining the opening / closing control pattern table according to the present embodiment. As described above, when the general symbol lottery is performed, the variation time of the general symbol is determined. The general symbol variation time data table is referred to when determining the variation time of the general symbol when the winning symbol or the losing symbol is determined by the general symbol lottery. According to this general symbol variation time data table, when the game state is set to the non-time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to the time-saving game state, the variation time is determined to be 1 second. When the variation time is determined in this way, the general symbol display 168 is variably displayed (flashing display) over the determined time. Then, when the winning symbol is determined, the general symbol display 168 lights up, and when the losing symbol is determined, the general symbol display 168 goes out.

[0127] And when the winning symbol is determined by the general symbol lottery and the general symbol display 168 lights up, the movable piece 122b of the second start port 122 is energization-controlled with reference to the opening / closing control pattern table as shown in Fig. 15(b). In actuality, the opening / closing control pattern table is provided for each game state, and according to the game state when the general symbol is determined, the corresponding table is set at the start of energization of the general electric accessory solenoid 122c. 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 by referring 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 after 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 game state as shown in the figure.

[0129] In this way, for the non-time-limited game state and the time-limited game state, the opening / closing control conditions for opening and closing the second start port 122 are respectively associated as game progress conditions. In the time-limited game state, it is easier for game balls to enter the second start port 122 than in the non-time-limited game state. That is, in the time-limited game state, as long as the game ball passes through the gate 124 (the game ball enters the normal symbol operation port 125), the normal symbol lottery is continuously conducted, and the second start port 122 frequently becomes the open state. Therefore, the player can conduct the big winning lottery while reducing the consumption of game balls.

[0130] Note that the opening and closing conditions of the second start port 122 are defined by 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 in the short-time game state, it is set so that game balls are more likely to enter the second start port 122 than in the non-short-time game state. However, for one or three of the above three elements, the short-time game state may be set more advantageously than the non-short-time game state. In any case, by making the short-time game state more advantageous than the non-short-time game state in at least one element, the short-time game state can be made such that game balls can more easily enter the second start port 122 than in the non-short-time game state. That is, when the game state is set to the non-short-time game state, the movable piece 122b is controlled to open and close according to the first condition, and when the game state is set to the short-time game state, the movable piece 122b is controlled to open and close according to the second condition that is more likely to be in the open state than the first condition.

[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 board configuration is only 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 or not 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 = 00H of the game machine state flag indicates a playable state. When the game machine state flag is 00H, the game is controlled to progress, and when the game machine state flag is other than 00H, the game is stopped.

[0134] The flag value = 01H of the game machine state flag indicates a setting change state. When the game machine state flag is 01H, the operation of changing the registered setting value becomes possible. The flag value = 02H of the game machine state flag indicates a setting confirmation state. When the game machine state flag is 02H, the registered setting value can be confirmed by being displayed on the performance display monitor 184 or the like. The flag value = 03H of the game machine state flag indicates a setting abnormal state. When the game machine state flag is 03H, the game is stopped assuming that the registered setting value is abnormal. The flag value = 04H of the game machine state flag indicates an RWM (read write memory) abnormal state. When the game machine state flag is 04H, the game is stopped. The flag value = 05H of the game machine state flag indicates a checksum abnormal 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 a startup program from the main ROM 300b and performs setting processes necessary for executing various processes as initial setting processes.

[0138] (Step S100-3) The main CPU 300a sets a 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 processes necessary 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 an out-of-area read / write check process 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 targets 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 (game 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 for prohibiting 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 for transmitting 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 for permitting 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 then 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 presentation pattern are collectively referred to as the variation presentation 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 command setting process for setting a number command indicating the remaining number of times of the time-saving game state in the transmission buffer.

[0181] (Step S110-15) The main CPU 300a performs a variable pattern selection state specifying command setting process of setting a variable pattern selection state specifying command indicating a variable pattern selection state in the transmission buffer.

[0182] (Step S110-17) The main CPU 300a performs a special figure phase specifying command setting process of setting a special figure phase specifying command indicating a special game management phase in the transmission buffer. Note that the special game management phase will be described later.

[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 is terminated.

[0184] (Step S110-21) The main CPU 300a sets a customer waiting specifying command in the transmission buffer and terminates the sub-command group setting process.

[0185] Next, the interrupt process in the main control board 300 according to the present embodiment will be described. Here, the power-off save process (XINT interrupt process) and the timer interrupt process will be described.

[0186] (Power-off save process (XINT interrupt process) of the main control board 300) FIG. 20 is a flowchart for explaining the power-off save process (XINT interrupt process) in the main control board 300 according to the present embodiment. The main CPU 300a monitors a power-off detection circuit, and when the power supply voltage becomes equal to or lower than a predetermined value, it interrupts the CPU initialization process and executes the power-off save process.

[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 processing 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 decrements the value of the loop counter set in step S300-17 by 1.

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

[0201] (Timer interrupt processing of the main control board 300) FIG. 21 is a flowchart for explaining the timer interrupt processing in the main control board 300 according to the present embodiment. The main control board 300 is provided with a reset clock pulse generation circuit that generates clock pulses at a predetermined period (4 milliseconds in the present embodiment, hereinafter referred to as "4 ms"). Then, when a clock pulse is generated by the reset clock pulse generation circuit, an interrupt occurs in the CPU initialization process (step S100), and the following timer interrupt processing is executed.

[0202] (Step S400-1) The main CPU 300a saves the registers.

[0203] (Step S400-3) The main CPU 300a performs processing to enable 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 controlling the lighting of the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, the right strike notification display 172, and the performance display monitor 184.

[0205] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing to accurately obtain 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 to be 00H, the process proceeds to step S400-15, and if it is determined not to be 00H, the process proceeds to step S400-13.

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

[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, except when otherwise specified, the various timer counters are subtracted each time the timer interrupt processing of the main control board 300 occurs, and the subtraction stops when it reaches 0.

[0211] (Step S400-17) The main CPU 300a executes update processing of the initial value update random number for the winning symbol random number in the same manner as in 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 result of the increment exceeds the maximum value of the random number range, the random number counter is reset to 0. When the random number counter makes one full cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.

[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 general drawing operation port detection switch 125s, the first major winning port detection switch 126s, and the second major winning port detection switch 128s. 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. 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. 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 major winning port detection switch 126s, and the second major winning port detection switch 128s, and executes winning port switch processing for adding a corresponding counter for prize ball control and the like.

[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 external information management processing for setting output data for external information to be output to the outside from the game information output terminal board 312.

[0221] (Step S400-29) The main CPU 300a executes LED display setting processing for setting common data for controlling lighting of various displays (LEDs) such as the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, and the right hit notification display 172 in the common output buffer.

[0222] (Step S400-31) The main CPU 300a executes solenoid output image synthesis processing for synthesizing solenoid output images of the normal electric accessory solenoid 122c, the first big winning port solenoid 126c, the second big winning port solenoid 128c, and the movable member drive solenoid 142c and storing them in the output port buffer.

[0223] (Step S400-33) The main CPU 300a executes port output processing for outputting the values of the common output buffer stored in each output port buffer to the output port.

[0224] (Step S400-35) The main CPU 300a performs processing 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 at predetermined intervals. Here, on the performance display monitor 184, the base ratio for the current period and the base ratio for the previous period may be switched and displayed at predetermined times. Also, according 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 register and ends the timer interrupt process.

[0227] FIG. 22 is a flowchart for explaining the above-described setting-related process (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 the RAM clear operation signal is input). As a result, if it is determined that the RAM clear switch 182s is on, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s is not on, the process proceeds to step S450-9.

[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 set processing shown in FIG. 19. That is, when the setting-related processing is executed, at the end thereof, the model command, the setting value designation command, the special drawing 1 hold designation command, the special drawing 2 hold designation command, the count command, the variation pattern selection state designation command, the special drawing phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.

[0238] (Step S450-19) The main CPU 300a sets 00H (playable state) in the gaming machine state flag and ends the setting-related processing.

[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 processing (FIG. 17), 01H (setting change state) is set in the gaming machine state flag. Thereafter, the timer interrupt processing is executed. However, since 01H (setting change state) is set in the gaming machine state flag, all the processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 21) are stopped, and the setting-related processing is executed.

[0240] The setting-related processing is repeatedly executed while the setting change switch 180s is on. During this setting-related processing, the pressing operation of the RAM clear button is accepted as an operation for changing the registered setting value. That is, during the setting change processing (S450-1 to S450-13) that accepts the setting change operation, the registered setting value stored in the setting value buffer is switched to any one of the setting values provided in multiple stages according to the setting change operation.

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

[0242] Here, in the setting-related process of this embodiment, after the pressing operation of the RAM clear button, that is, after the acceptance of the setting change operation of the registered setting value, in the sub-command group setting process, the setting value specifying command corresponding to the registered setting value is transmitted to the sub-control board 330. On the other hand, during the acceptance of the setting change operation, the setting value specifying command is not transmitted to the sub-control board 330. In this way, during the acceptance of the setting change operation, the setting value specifying command is not transmitted, and when the acceptance of the setting change operation ends and the game progresses to a state where it is possible to proceed, by transmitting the setting value specifying command, the risk of the registered setting value being 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 gaming 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 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, if 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; if 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 the time when the first start port detection switch is turned on, that is, whether the game ball enters the first start port 120 and a detection signal is input from the first start port detection switch 120s. As a result, if it is determined that it is the time when the first start port detection switch is turned on, the process proceeds to step S520; if it is determined that it is not the time when the first start port detection switch is turned on, the process proceeds to step S500-5.

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

[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, and if it is in a big winning game or a small winning game and it is determined that the entry of the game ball into the first big winning port 126 and the second big winning port 128 is appropriate, the big winning port winning ball number counter is incremented by 1, and a big winning port winning designation command is set in the transmission buffer.

[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 designation 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 designation command in the transmission buffer and ends the switch management process.

[0258] FIG. 24 is a flowchart for explaining the gate passage 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 hold ball number counter is greater than or equal to the maximum value, that is, whether the counter value of the normal symbol hold ball number counter is 4 or more. As a result, if it is determined that the counter value of the normal symbol hold ball number counter is greater than or equal to the maximum value, the gate passing process is terminated, and if it is determined that the counter value of the normal symbol hold ball number counter is not greater than or equal to the maximum value, the process proceeds to step S510-5.

[0261] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol hold ball number counter to a value obtained by adding "1" to the current counter value.

[0262] (Step S510-7) The main CPU 300a calculates the target storage unit to which the obtained winning determination random number is to be saved among the four storage units of the normal symbol hold storage area.

[0263] (Step S510-9) The main CPU 300a saves the winning determination random number obtained in step S510-1 to the target storage unit calculated in step S510-7.

[0264] (Step S510-11) The main CPU 300a sets the normal symbol hold designation command indicating the normal symbol hold number stored in the normal symbol hold storage area to the transmission buffer and terminates the gate passing process.

[0265] Figure 25 is a flowchart for explaining the first start port passing process (step S520) in the main control board 300 according to the present embodiment.

[0266] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is for identifying whether it is a special 1 hold or a special 2 hold as the hold type. The special symbol identification value (00H) indicates a special 1 hold, and the special symbol identification value (01H) indicates a special 2 hold.

[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 to end 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 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 opening release control process is in progress. In this normal electric accessory winning opening release control process, since the normal electric accessory solenoid 122c is energized and the movable piece 122b is controlled to the open state, here, it is determined whether the second start opening 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 opening 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 terminates the second start opening 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 opening passing process (step S520) and second start opening 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. 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 the number is greater than or equal to the upper limit value, the process proceeds to step S535-21. If it is determined that the number is not greater than or equal to the upper limit value, the process proceeds to step S535-9.

[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 a major role preliminary lottery, a winning symbol provisional determination, and a variation information provisional determination based on various random numbers stored in the target storage unit in step S535-13 above. In this acquisition-time production determination process, a look-ahead designation command indicating variation information determined when a newly stored hold is read is transmitted to the sub-control board 330. This acquisition-time production determination process will be described later.

[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 a special 2 hold is stored, the special 1 hold number and the special 2 hold number are transmitted to the sub-control board 330.

[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 port opening control state described later. As a result, if it is determined that it is less than the normal electric accessory winning port opening 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 port opening 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 game 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 temporary determination process for temporarily determining any one of a jackpot, a minor hit, and a miss is performed.

[0293] (Step S536-3) The main CPU 300a executes a special symbol temporary determination process for temporarily determining a special symbol. Here, if the result of the temporary big win lottery in step S536-1 (the result derived by the special symbol hit temporary 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 temporary big win 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 preview symbol type designation command (preview 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 hit provisional determination process in step S536-1 is a big hit or a small hit. As a result, if it is determined that it is a big hit or a small hit, the process proceeds to step S536-9, and if it is determined that it is not a big hit or a small hit (a miss), the process proceeds to step S536-11.

[0296] (Step S536-9) The main CPU 300a sets the big hit reach mode determination random number determination table (see FIGS. 9(b) and (c)) or the small hit reach mode determination random number determination table (see FIGS. 9(d) and (e)), and transfers the process to step S536-19.

[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 the above step S536-11 is a fixed value (8500 or more). Here, the group type is determined by referring to the reach group determination random number determination table, and this reach group determination random number determination table is selected according to the stored number of pending items. At this time, the reach group determination random number is obtained from the range of 0 to 10006. If the value of the reach group determination random number is 8500 or more, regardless of the number of pending items, the same reach group determination random number determination table is selected. If the value of the reach group determination random number is less than 8500, different reach group determination random number determination tables are selected according to the number of pending items. Hereinafter, among the reach group determination random numbers, the values in the range of 0 to 8499 for which different reach group determination random number determination tables are selected according to the number of pending items are referred to as indefinite values, and the values in the range of 8500 to 10006 for which the same reach group determination random number determination table is selected regardless of the number of pending items are referred to as fixed values. If it is determined in the above 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 the above 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 the above 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 above, and transfers the process to step S536-19.

[0301] (Step S536-19) Based on the reach mode determination random number determination table set in step S536-9 or step S536-17 above and the reach mode determination random number stored in the target storage unit in step S535-13 above, the main CPU 300a tentatively determines the variable mode number. Also, here, together with the variable mode number, a variable pattern random number determination table is tentatively determined.

[0302] (Step S536-21) The main CPU 300a sets the prefetch specified variable mode command (prefetch specified command) corresponding to the variable mode number tentatively determined in step S536-19 above in the transmission buffer.

[0303] (Step S536-23) Based on the variable pattern random number determination table tentatively determined in step S536-23 above and the variable pattern random number stored in the target storage unit in step S535-13 above, the main CPU 300a tentatively determines the variable pattern number.

[0304] (Step S536-25) The main CPU 300a sets the prefetch specified variable pattern command (prefetch specified command) corresponding to the variable pattern number tentatively determined in step S536-23 above in the transmission buffer, and ends the acquisition time production determination process.

[0305] (Step S536-27) The main CPU 300a sets an indeterminate value command (look-ahead specified variation mode command and look-ahead specified variation pattern command = 7FH) indicating that the group type, i.e., the variation performance pattern, changes according to the number of holds when the hold newly stored in the target storage unit is read, in the transmission buffer, and ends the acquisition-time performance 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 a 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" or "07H", a module for executing "big winning opening release before process" is called, when the special game management phase is "04H" or "08H", a module for executing "big winning opening release control process" is called, when the special game management phase is "05H" or "09H", a module for executing "big winning opening closing valid process" is called, and when the special game management phase is "06H" or "0AH", a module for executing "big winning opening end wait process" is called.

[0308] Figure 30 is a flowchart for explaining the special game management process (step S600) on 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 a 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 to start the process.

[0312] (Step S600-7) The main CPU 300a loads a special game timer for managing the control time of the special game, and ends the special game management process.

[0313] Figure 31 is a flowchart for explaining the special symbol variation waiting process on the main control board 300. This special symbol variation waiting process is executed when the special game management phase is "00H".

[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 hold number 2 (X2), is "1" or more. As a result, if it is determined that the special hold number 2 (X2) is "1" or more, the process proceeds to step S610-7, and if it is determined that the special hold number 2 (X2) is not "1" or more, the process proceeds to step S610-3.

[0315] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 hold ball counter, that is, the special 1 hold number (X1) is 1 or more. As a result, if it is determined that the special 1 hold number (X1) is 1 or more, the process proceeds to step S610-7, and if it is determined that the special 1 hold number (X1) is not 1 or more, the process proceeds to step S610-5.

[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, in the main RAM 300c, a zero-th storage unit to be processed is provided, and the special 2 holds stored in the first storage unit are block-transferred to the zero-th 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 zero-th storage unit. In this special symbol storage area shift process, the counter value of the target special symbol hold ball counter corresponding to the hold type transferred to the zero-th 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 the losing symbol, and if the hold type is special hold 2, special symbol Y is saved as the 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. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and numbers (counter values) are associated with each segment constituting the 7 segments. The special symbol stop symbol number determined here indicates the number (counter value) of the segment that finally lights up.

[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 the variation pattern number determined in the above step S612, and refers to the variation time determination table to determine the variation time 1 and the variation time 2. Then, the total time of the determined variation times 1 and 2 is set in the special symbol variation timer.

[0323] (Step S610-17) The main CPU 300a performs a preliminary area setting process for performing processes such as storing the game state at the time when the big role lottery is executed in the game state buffer. Further, in this preliminary area setting process, when the result of the big role lottery is a big win, game state information to be set after the big role game, the type of the big win symbol (special symbol determination data), etc. are stored in the preliminary area of the main RAM 300c.

[0324] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display symbol counter in order to start the variation display of the special symbol on the first special symbol display 160 or the second special symbol display 162. Counter values are associated with each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162, and the segment corresponding to the counter value set in the special symbol display symbol counter is controlled to light up. Here, the counter value corresponding to the segment to be lit at the start of the variation display of the special symbol is set in the special symbol display symbol counter. Note that the special symbol display symbol counter is provided separately with a special symbol 1 display symbol counter corresponding to the first special symbol display 160 and a special symbol 2 display symbol counter corresponding to the second special symbol display 162, and here, the counter value is set in the counter corresponding to the hold type.

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

[0326] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol variation 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 a value within the normal range. As a result, if it is determined that the value is within the normal range, the process proceeds to step S611-11, and if it is determined that the value is not within the normal range, the process proceeds to step S611-7.

[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 hit determination process. When this setting abnormal state command is transmitted to the sub-control board 330, a notification indicating that the setting is abnormal is made.

[0333] (Step S611-11) The main CPU 300a refers to the big hit determination random number determination table corresponding to the information loaded in steps S611-1 and S611-3 above, and sets the lower limit value and the upper limit value respectively when determining a big hit or a small hit.

[0334] (Step S611-13) The main CPU 300a compares the big hit determination random number transferred to the 0th storage unit with the above lower limit value and upper limit value, and performs a determination process (big winning lottery) for determining the presence or absence of winning a big hit or a small hit.

[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 hit 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, if it is determined that the variation pattern selection state flag is 01H or more, the process proceeds to step S612-3, and if 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 state flags, namely 00H, 01H, 02H, 03H, and 04H, are provided. Each variable pattern selection state 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 state flag is 01H or more, the main CPU 300a selects a preset table based on both the variable pattern selection state flag and the number of variable times, and determines variable information by referring to the selected table. On the other hand, in the normal variable state, the variable information is determined by referring to a table corresponding to the current gaming state being set or the like, regardless of the number of variable times.

[0340] (Step S612-3) The main CPU 300a increments the variable number counter. Note that the variable number 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. 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 state 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 number of holds 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 number of holds 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) The main CPU 300a determines a variable mode number based on the reach mode determination random number determination table set 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. Also, here, a variable pattern random number determination table is determined together with the variable mode number.

[0349] (Step S612-21) The main CPU 300a sets a variable mode command corresponding to the variable mode number determined in the above step S612-19 in the transmission buffer.

[0350] (Step S612-23) The main CPU 300a determines a variable pattern number based on the variable pattern random number determination table determined in the above step S612-19 and the variable pattern random number transferred to the 0th storage unit in the above step S610-7.

[0351] (Step S612-25) The main CPU 300a sets a variable pattern command corresponding to the variable 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 special symbol variation process in the main control board 300 according to the present embodiment. This special symbol variation process 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 cycle once 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 process during the special symbol variation 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 process during the special symbol variation. 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 process during the special symbol variation.

[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, and 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 hit. As a result, if it is determined that it is a big hit, the process proceeds to step S630-19, and if it is determined that it is not a big hit, the process proceeds to step S630-7.

[0368] (Step S630-7) The main CPU 300a executes the count cut management process. Here, the special symbol probability state flag is loaded, and it is checked whether the current game state is a low probability game state or a high probability game state. And when the game state is a high probability game state, the counter value of the high probability count cut counter is updated to a value obtained by subtracting "1" from the current counter value. Note that as a result of updating the high probability count cut counter, if the counter value becomes "0", the special symbol probability state flag corresponding to the low probability game state is set. Thereby, in the high probability game state, when the special symbol is determined a predetermined number of times without winning a big hit, the game state shifts to the low probability game state.

[0369] Also, here, a short-time state flag for identifying whether the game state is a non-short-time game state or a short-time game state is loaded, and it is confirmed whether the current game state is a non-short-time game state or a short-time game state. Then, when the game state is a short-time game state, the counter value of the short-time 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 short-time count cut counter, the short-time state flag corresponding to the non-short-time game state is set. Thereby, in the short-time game state, when the special symbol is determined a predetermined number of times without winning a jackpot, the game state will shift to the non-short-time 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 short-time 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 one hold 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-saving game state, which are the initial states.

[0376] (Step S630-21) The main CPU 300a sets the data in the special electric accessory operation ram set table according to the determined type of the special symbol.

[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 winning game or a minor winning game to the sub-control board 330 in the transmission buffer. Note that this opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in step S630-25 is set in the transmission buffer.

[0380] (Step S630-29) If the result of the major winning lottery confirmed in step S630-3 above is a big win, the main CPU 300a updates the special game management phase to "07H", and if it is a minor win, it updates the special game management phase to "03H" and ends the special symbol stop symbol display process. As a result, a major winning game or a minor winning 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, if it is determined that the variation pattern selection state flag is 01H or more, the process proceeds to step S631-3, and if it is determined that the variation pattern selection state flag is not 01H or more, the process proceeds to step S631-9.

[0383] (Step S631-3) The main CPU 300a determines whether the number of variations has reached the specified number. As a result, if it is determined that the number of variations has reached the specified number, the process proceeds to step S631-5, and if it is determined that the number of variations has not reached the specified number, the process proceeds to step S631-9.

[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 a 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 ends, 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 a big winning opening release designation command for transmitting the start of the release of the first big winning opening 126 and the second big winning opening 128 (start of the round game) to the sub-control board 330 in the transmission buffer.

[0391] (Step S641) The main CPU 300a executes a big winning opening opening / closing switching process. This big winning opening opening / closing switching process will be described later.

[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 pre-opening process for the big winning opening.

[0393] FIG. 38 is a flowchart for explaining the opening / closing switching process of the big winning opening in the main control board 300 according to the present embodiment.

[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 opening / closing switching process for the big winning opening ends; 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 extracts solenoid control data for energization control of the first big winning opening solenoid 126c or the second big winning opening solenoid 128c, and timer data which is the energization time or the energization stop time of the first big winning opening solenoid 126c or the second big winning opening solenoid 128c, based on the counter value of the special electric accessory opening / closing switching counter.

[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 to stop 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 energization stop of the first large winning port solenoid 126c or the second large winning port solenoid 128c will be controlled.

[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 of 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 a specified number, that is, whether the same number of game balls as the maximum number of possible winnings 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) to 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 (either “05H” or “09H”).

[0408] (Step S650-13) The main CPU 300a sets a big winning port closing designation 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, if it is determined that the timer value of the special game timer is not “0”, the big winning port closing effective process ends, and if it is determined that the timer value of the special game timer is “0”, the process moves 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 game of the preset number of times has ended. As a result, if it is determined that the counter value of the special electric accessory continuous operation 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 round game count 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 port closing time to the special game timer and ends the big winning port closing valid process. As a result, the next round game will be started.

[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 port closing valid process.

[0417] FIG. 41 is a flowchart for explaining the big winning opening end weight process in the main control board 300 according to the present embodiment. This big winning opening end weight 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 weight process is terminated, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S670-3.

[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, the high probability game state and the time-saving game state are set, 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, the low probability game state and the time-saving game state are set, 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 in the transmission buffer a count specification command corresponding to the high-accuracy count and the time-saving count saved in step S670-3 above.

[0423] (Step S670-9) The main CPU 300a sets in the transmission buffer a variation state specification command for transmitting the variation state set after the end of a major winning game or a minor winning game.

[0424] (Step S670-11) The main CPU 300a updates the special game management phase to "00H" and ends the large winning opening end wait process. As a result, when a special 1 hold or a special 2 hold is stored, the variable display of the special symbol is restarted.

[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 of these processes related to the 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 "normal electric accessory winning opening pre-opening process" is called. When the normal game management phase is "04H", a module for executing "normal electric accessory winning opening opening control process" is called. When the normal game management phase is "05H", a module for executing "normal electric accessory winning opening closing valid process" is called. When the normal game management phase is "06H", a module for executing "normal electric accessory winning opening end wait process" is called.

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

[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 general symbol hold is "0". As a result, if it is determined that the counter value is "0", the normal symbol variation waiting process is terminated, and if it is determined that the counter value is not "0", the process proceeds to step S710-3.

[0434] (Step S710-3) The main CPU 300a block-transfers the general symbol holds (winning determination random numbers) stored in the first to fourth storage units of the general symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, the general symbol holds stored in the second to fourth storage units are transferred to the first to third storage units. In addition, a processing target 0th storage unit is provided in the main RAM 300c, and the general symbol hold stored in the first storage unit is transferred to the 0th storage unit. In this normal symbol storage area shift process, the counter value of the normal symbol hold ball number counter is decremented by "1", and a general symbol hold decrement specified command indicating that the general 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 general 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) In order to start the variable display of the normal symbol on the normal symbol display 168, the main CPU 300a executes a process of setting the normal symbol display symbol counter. When, for example, "0" is set as the counter value in this normal symbol display symbol counter, the normal symbol display 168 is controlled to turn on, and when "1" is set as the counter value, the normal symbol display 168 is controlled to turn 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) The main CPU 300a sets a general pattern designation command in the transmission buffer based on the normal symbol stop symbol number determined in step S710-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the winning determination process for each normal symbol.

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

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

[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 turn on or off, 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 normal 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 this 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 ends. 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 to be a win, the process proceeds to step S730-9. If it is determined not to be 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 ends the normal symbol stop symbol display process. Thereby, the normal game management process based on one normal symbol hold ends. If a normal symbol hold is stored, the process for starting the variable display of the normal symbol based on the next hold 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 time before general power release 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 / 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 / closing switching process of the normal electric accessory winning port. The opening / closing switching process of the normal electric accessory winning port will be described later.

[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 / 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 / closing switching counter is the upper limit value of the normal electric accessory opening / closing switching times (the number of times the movable piece 122b opens and closes during one opening / closing control). As a result, if it is determined that the counter value is the upper limit value, the opening / closing switching process of the normal electric accessory winning port is ended, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741-3.

[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 step S741-3 above, 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 steps S400-31 and S400-33 above, 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 step S741-3 above to the normal game timer. Note that the timer value saved to the normal game timer here is the maximum opening time for one time of the second start port 122.

[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 a control process for starting the energization of the normal electric accessory solenoid 122c was performed in step S741-5 above. As a result, if it is determined that it is in the energization start state, the process proceeds to step S741-11, and if it is determined that it is not in the energization start state, the normal electric accessory winning port opening / closing switching process ends.

[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 normal 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 has entered the second starting port 122. As a result, if it is determined that the specified number has not been reached, the normal electric accessory winning port opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.

[0476] (Step S750-7) The main CPU 300a executes a normal electric accessory closing process necessary to stop energization of the normal 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 normal game effective state time in the normal game timer.

[0478] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and terminates the normal electric accessory winning port opening control process.

[0479] FIG. 50 is a flowchart for explaining the normal electric accessory winning port closing effective process in the main control board 300 according to the present embodiment. This normal electric accessory winning port closing effective process is executed when the normal game management phase is "05H".

[0480] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the normal electric accessory winning port closing effective process is terminated, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S760-3.

[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 valid processing 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 hold is stored, the variable display of the general symbol is restarted.

[0486] As described above, various processes are executed on the main control board 300, so that special games and general games proceed. During the progress of such games, control for executing various effects is performed on the sub-control board 330 based on commands transmitted from the main control board 300. An example of an effect will be described below.

[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 variation display of the special symbol, that is, over the variation time of the special symbol, a variation effect for notifying the result of the major role lottery is executed. In this variation effect, various background images are displayed on the main effect display unit 200a, and effect symbols 210a, 210b, and 210c are displayed superimposed on this background image. During the variation effect, along with the image displayed on the main effect display unit 200a, a voice is output from the voice output device 206, the effect lighting device 204 is controlled to light up, and the effect accessory device 202 is controlled to move, but detailed description thereof is omitted here.

[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 variation display of the special symbol is performed, along with the start of the variation display of the special symbol, as shown in FIG. 52(b), the three effect symbols 210a, 210b, and 210c start a variation display (scroll display). The downward white arrows in the figure indicate that the effect symbols 210a, 210b, and 210c are being scrolled and displayed in the height direction.

[0489] Then, as shown in FIG. 52(c), first, the effect symbol 210a stops being displayed, and then, as shown in FIG. 52(d), an effect symbol 210c different from the effect symbol 210a stops being displayed. Then, when the variable display of the special symbol ends and the special symbol stops being 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 stops being displayed, and the result of the big role lottery is notified to the player according to the final stop 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 first stops being displayed. Then, as shown in FIG. 53(b), the effect symbol 210c identical to the effect symbol 210a stops being displayed.

[0491] In this way, when the same effect symbols 210a and 210c stop being displayed in the main effect display unit 200a in the reach mode, as shown in FIG. 53(c), in the main effect display unit 200a, "REACH" is displayed superimposed on the effect symbols 210a and 210c. Note that multiple types of reach modes are provided, and the same effect symbols 210a and 210c with any one of the numbers "1" to "9" marked thereon stop being 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 is entered. And finally, as shown in FIG. 53(e), an effect symbol 210b different from the effect symbols 210a and 210c stops being 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 a variation effect of the development reach variation pattern at the time of a loss in this embodiment, and FIG. 55 is a diagram for explaining an example of a variation effect of the development reach variation pattern at the time of a big win in this 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, where 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 played and displayed is executed. In this reach development effect, for example, as shown in FIGS. 54(e) and 55(e), a mission is displayed on the main effect display unit 200a, and as shown in FIGS. 54(f), (g) and FIGS. 55(f), (g), images directed to the achievement of the mission are displayed.

[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 is provided with, for example, a mission presentation in which a development image of the content challenging the mission is displayed as described above, 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 big role lottery until the end of the variable presentation, and the player will be given an expectation of winning the jackpot.

[0496] Note that the jackpot pattern is selected only when the result of the big role lottery is a jackpot, and the losing pattern is selected only when the result of the big role lottery is a miss. 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 flow of the presentation when the reach development presentation is executed twice in one variable presentation will be described below.

[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 where a friendly character and an enemy character fight. When a big win is selected, as shown in FIG. 56(e), finally the friendly character wins against the enemy character, and as shown in FIG. 56(f), the effect symbols 210a, 210b, and 210c stop being displayed in a combination that notifies a big win. On the other hand, when losing, as shown in FIG. 56(g), finally the friendly character loses to the enemy character, and as shown in FIG. 56(h), the effect symbols 210a, 210b, and 210c stop being displayed in a combination that notifies a loss.

[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 preset pseudo - modes. This pseudo - mode is, for example, a mode in which the same effect symbols 210a and 210b and an effect symbol 210c with a number "2" larger than these effect symbols 210a and 210b are temporarily stopped and displayed.

[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 resumes. That is, it can be said that the pseudo mode indicates the re-variable display of the effect symbols 210a, 210b, and 210c. After that, as shown in FIG. 57(d), the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in the pseudo mode again.

[0501] Then, as shown in FIG. 57(e), when the variable display of the effect symbols 210a, 210b, and 210c resumes, as shown in FIG. 57(f), the effect symbols 210a and 210c are displayed in a reach mode. After that, 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, in the variable effect of the pseudo continuous reach variable pattern, the content until the effect symbols 210a and 210c become the reach mode is different from the variable effect of the development reach variable pattern. After becoming the reach mode, the variable effect proceeds in the same way 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 temporary stop display of 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 a big win and a loss is set so that the possibility of finally notifying a big win (hereinafter referred to as "reliability") increases as the number of times of temporary stop display (variable display) of the effect symbols 210a, 210b, and 210c increases.

[0504] Specifically, when the result of the major role 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 major role 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 in cooperation between the main control board 300 and the sub-control board 330.

[0507] FIG. 58 is a diagram for explaining a variable effect determination table according to the present embodiment. FIG. 58(a) shows a first-half variable effect determination table, and FIG. 58(b) shows a second-half variable effect determination table. As described above, when a major role lottery is performed on the main control board 300, a variable command is determined based on the result of the major role lottery, and each determined command is transmitted to the sub-control board 330. In the sub-control board 330, when a variable mode command is received, a production random number from 0 to 249 is obtained, and with reference to the first-half variable effect determination table, based on the obtained production random number and the received variable mode command, the execution pattern of the first-half variable effect is determined. Also, when a variable pattern command is received, a production random number from 0 to 249 is obtained, and with reference to the second-half variable effect determination table, based on the obtained production 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, a selection ratio for the execution pattern of the first-half variable effect is set for each variable mode number (variable mode command), and according to the second-half variable effect determination table, a selection ratio for the execution pattern of the second-half variable effect is set for each variable pattern number (variable pattern command). Then, by combining and executing the determined execution patterns of the first-half and second-half variable effects, one variable effect is executed.

[0509] For the variation effect of the reachless variation pattern, as the first-half execution pattern, "none", which indicates not executing the first-half variation effect, is determined. As the second-half execution pattern, it is executed when "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" corresponding to the reachless variation pattern is determined. For example, when receiving a variation mode command corresponding to a variation mode number of "01H" that indicates that the first-half variation effect is not executed, the sub-control board 330 always determines "none" as the first-half execution pattern. At this time, in the second-half variation effect 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" can be determined for the simultaneously receivable variation pattern command. 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 effect is determined as the above reachless variation pattern.

[0510] On the other hand, for the variation effect of the reach variation pattern, when something other than "none" is determined as the first-half execution pattern and any reach development effect (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 effect of the reach variation pattern is executed on the main effect display unit 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 any 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 pattern 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. More specifically, it is 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, it shows 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 2 times, 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 3 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 progressive reach variation pattern and the pseudo-continuous reach variation pattern are determined both in the case of a miss and in the case of a jackpot. However, for the progressive reach variation pattern, the selection ratio at the time of a miss is set higher and the selection ratio at the time of a jackpot is set lower than that of the pseudo-continuous reach variation pattern. Thus, by setting the selection ratios for the case of a miss and the case of a jackpot, the pseudo-continuous reach variation pattern is set to have a higher reliability than the progressive reach variation pattern.

[0514] Furthermore, among the pseudo-continuous reach variation patterns, the higher the number of pseudo-times, the higher the selection ratio at the time of a jackpot and the lower the selection ratio at the time of a miss are set, and the higher the number of pseudo-times, the higher the reliability is set.

[0515] As described above, the rough flow of the variation effect is determined by the variation effect determination table. However, at the start of the variation effect, based on the variation mode command or the variation pattern command, the execution possibility and the execution pattern of various element effects that constitute the variation effect are further determined. Here, the element effect refers to all the effects that constitute the variation effect, such as, for example, the variation display of the effect symbols 210a, 210b, 210c in the main effect display unit 200a as described above, the progressive image displayed in the main effect display unit 200a in the reach development effect, and further, the effect of moving the effect accessory device 202. In the embodiment, a preview effect is executed at various timings during the variation effect as an element effect that constitutes the variation effect.

[0516] This pre-announcement performance is a performance in which, at the start of the variable performance, when re-varying the display of the performance symbols 210a, 210b, and 210c in the variable performance of the pseudo-continuous reach variable pattern, and further, during the reach development performance, etc., a predetermined image is displayed on the main performance display unit 200a, or the performance accessory device 202 is moved at a predetermined timing. For each pre-announcement performance, whether it can be executed and the execution pattern are determined. For each pre-announcement performance, a plurality of types of execution patterns are provided, and for each of the plurality of types of execution patterns, a selection ratio is set for each variation pattern command and variation mode command, in other words, for each winning or losing of the big win. An expected value is set for each execution pattern according to this selection ratio.

[0517] As described above, in the sub-control board 330, when a variation command is received, the execution pattern of the variable performance, whether each element performance can be executed, and the execution pattern are determined, and the variable performance will be executed during the variation display of the special symbol.

[0518] Here, in the variable performance, an operation effective period during which the operation of the performance button 208 is effective is set, and button performances in which various performances are executed based on the operation of the performance button 208 during the operation effective period can be executed. An example of a specific performance, which is a button performance, will be described below. Note that the specific performance described below may be executed in any gaming state. Also, the specific performance is executed at various timings during the variable performance. However, the specific performance is not limited to during the variable performance and may be executed, for example, during a big role game. The specific performance according to this embodiment is roughly classified into a big win pattern and a loss pattern.

[0519] FIG. 59 is a diagram for explaining an example of the specific performance of the big win pattern according to this embodiment. The specific performance is a performance having a maximum of three stages from the first stage to the third stage, and the stage shifts from the first stage to the third stage according to the execution pattern. The specific performance of the big win pattern can shift stages from the first stage to the third stage.

[0520] FIG. 59(a) is a diagram for explaining an image displayed on the main effect display unit 200a at the start of the first stage. In the first stage, on the main effect display unit 200a, a meter object 220a, a button object 230, and an expiration period suggestion object 240 are displayed superimposed on the background image dedicated to the first stage. The background image dedicated to the first stage is, for example, an image with slight cracks across the entire screen, and the whole is displayed in blue.

[0521] As shown in FIG. 59(a), the meter object 220a has an initial value of 0, and numbers up to 7 are arranged approximately at equal intervals in a clockwise direction, and the maximum value is displayed after 7. The maximum value of the meter object 220a displayed in the first stage is composed of the characters "NEXT". Also, a needle indicating any value from the initial value to the maximum value is displayed on the meter object 220a.

[0522] The button object 230 is an image imitating the effect button 208, and the button object 230 prompts a long press of the effect button 208. Note that a long press is an operation that continues the pressed state of the effect button 208.

[0523] The expiration period suggestion object 240 is an image indicating the operation effective period of the effect button 208. The expiration period suggestion object 240 indicates the remaining time of the operation effective period and is composed of a so-called gauge. At the start of a specific effect, as shown in FIG. 59(a), the gauge is displayed in a full state. Then, as the remaining time of the operation effective period decreases, the gauge gradually decreases.

[0524] When a long press of the performance button 208 is detected, as shown in Fig. 59(b), the hand rotates clockwise from the initial value towards the maximum value. However, if the duration of the long press (hereinafter referred to as the long press time) is less than a predetermined time (for example, 5 seconds), the hand only rotates up to "7", which is one step before the maximum value, and does not reach the maximum value. Then, when the long press time reaches the predetermined time, the hand of the meter object 220a reaches the maximum value. In this way, when the long press time reaches the predetermined time and the hand of the meter object 220a reaches the maximum value, the stage in the specific performance shifts from the first stage to the second stage. When the stage of the specific performance shifts, a switching performance is executed.

[0525] The switching performance is a performance that suggests the transition of the stage. For example, as shown in Fig. 59(c), a character image and the character "NEXT" are displayed on the main performance display unit 200a. The time of the switching performance is set to 36 frames here. In this embodiment, since 30 frames of images are displayed per second, the display time of the image for the switching performance is about 1 second.

[0526] As described above, the switching performance is executed based on the fact that the stage has shifted from the first stage to the second stage. Therefore, the stage during the execution of the switching performance is internally the second stage. However, during the switching performance, the images for the first stage and the second stage, that is, the meter object 220a, the button object 230, and the expiration period suggestion object 240 are all not displayed.

[0527] When the switching effect ends, the image for the second stage is displayed on the main effect display unit 200a. In the second stage, as shown in FIG. 59(d), the meter object 220a, the button object 230, and the expiration period suggestion object 240 are displayed superimposed on the background image dedicated to the second stage. The background image dedicated to the second stage is an image with more advanced cracking than the background image dedicated to the first stage, and the whole is displayed in green. Also in the second stage, the same meter object 220a, button object 230, and expiration period suggestion object 240 as in the first stage are displayed. However, similar to the background image, at least one of the display modes of the meter object 220a, the button object 230, and the expiration period suggestion object 240 may be different between the first stage and the second stage.

[0528] When a long press of the effect button 208 is detected, as shown in FIG. 59(e), the needle rotates in the clockwise direction from the initial value toward the maximum value. However, after transitioning to the second stage, if the long press time is less than the predetermined time, the needle only rotates up to "7" one step before the maximum value and does not reach the maximum value. Then, after transitioning to the second stage, when the long press time reaches the predetermined time, the needle of the meter object 220a reaches the maximum value. In this way, when the long press time reaches the predetermined time and the needle of the meter object 220a reaches the maximum value, the stage in the specific effect transitions from the second stage to the third stage. When the stage of the specific effect transitions from the second stage to the third stage, as shown in FIG. 59(f), the same switching effect as when transitioning from the first stage to the second stage is executed.

[0529] Note that the time of the switching effect when transitioning from the second stage to the third stage is the same 36 frames as when transitioning from the first stage to the second stage. However, the time of the switching effect may be different between when transitioning from the first stage to the second stage and when transitioning from the second stage to the third stage.

[0530] Also, during the execution of the switching effect when transitioning from the second stage to the third stage, the internal stage is the third stage. Even in this case, during the switching effect, the images for the second and third stages, namely, the meter object 220a, the button object 230, the expiration period suggestion object 240, and the meter object 220b described later are all hidden.

[0531] When the switching effect ends, the image for the third stage is displayed on the main effect display unit 200a. In the third stage, as shown in FIG. 59(g), the meter object 220b, the button object 230, and the expiration period suggestion object 240 are displayed superimposed on the background image dedicated to the third stage. The background image dedicated to the third stage is an image with more advanced cracking than the background image dedicated to the second stage, and is displayed entirely in red or purple. That is, there are two types of background images dedicated to the third stage: a background image that is entirely red and a background image that is entirely purple. In the specific effect of the jackpot pattern, in the third stage, either a red or purple background image is displayed.

[0532] Also, in the third stage, the same button object 230 and expiration period suggestion object 240 as in the second stage are displayed. However, similar to the background image, at least one display mode of the button object 230 and the expiration period suggestion object 240 may be different between the second and third stages.

[0533] The meter object 220b has an initial value of 0, and the numbers from 0 to 7 are arranged in a clockwise direction at approximately equal intervals, and the maximum value is displayed after 7. The maximum value of the meter object 220b displayed in the third stage is composed of the characters "MAX". That is, the meter object 220b has a different character displayed as the maximum value from the meter object 220a. Also, a needle indicating any value from the initial value to the maximum value is displayed on the meter object 220b.

[0534] When a long press of the performance button 208 is detected, as shown in FIG. 59(h), the hand rotates clockwise from the initial value towards the maximum value. However, after transitioning to the third stage, if the long press time is less than the predetermined time, the hand only rotates up to "7", one step before the maximum value, and does not reach the maximum value. Then, after transitioning to the third stage, when the long press time reaches the predetermined time, the hand of the meter object 220b reaches the maximum value. In this way, when the long press time reaches the predetermined time and the hand of the meter object 220b reaches the maximum value, as shown in FIG. 59(i), the performance symbols 210a, 210b, 210c are stopped and displayed in a combination that notifies a big win on the main performance display unit 200a, and the winning of the big win is notified.

[0535] In addition, in the specific performance of the big win pattern, during the operation valid period, the long press time may not reach the predetermined time. For example, in the first stage, the player may not operate the performance button 208 and no long press for the predetermined time may be detected. In this case, even if the specific performance of the big win pattern is being executed, without transitioning from the first stage to the second stage, the operation valid period ends. Similarly, after transitioning from the first stage to the second stage, if the player ends the operation of the performance button 208, the operation valid period ends in the second stage. Furthermore, after transitioning from the second stage to the third stage, if the player ends the operation of the performance button 208, the operation valid period ends in the third stage. In this way, in the specific performance of the big win pattern, if the long press time does not reach the predetermined time in the third stage during the operation valid period, at the timing when the operation valid period ends, as shown in FIG. 59(i), the performance symbols 210a, 210b, 210c are stopped and displayed in a combination that notifies a big win on the main performance display unit 200a.

[0536] Here, during the switching effect, the long-press time is not counted (measured), and after the switching effect ends, the long-press time is counted only while the image for the second or third stage is being displayed. However, even during the switching effect, the long-press time may be counted. In this case, it is desirable that the long-press time required for the needle to reach the maximum value, that is, the long-press time required to transition to the next stage, be longer than the execution time of the switching effect.

[0537] In this way, the specific effect for the jackpot pattern has three stages from the first stage to the third stage. When the player long-presses the effect button 208, the stage of the effect transitions from the first stage to the third stage. In the first and second stages, when the long-press time of the effect button 208 reaches a predetermined time, the needle reaches the maximum value and the switching effect is executed. That is, in the first and second stages, it is suggested that the stage of the effect transitions to the next stage when the needle reaches the maximum value. Also, in the third stage, when the long-press time of the effect button 208 reaches a predetermined time, the needle reaches the maximum value and the winning of the jackpot is announced.

[0538] That is, in the first and second stages, it can be said that the transition to the next stage is suggested when the needle reaches the maximum value, and in the third stage, the winning of the jackpot is suggested when the needle reaches the maximum value. Therefore, in the first and second stages, the meter object 220a marked with "NEXT" as the maximum value is displayed, and in the third stage, the meter object 220b marked with "MAX" as the maximum value is displayed. By varying the notation of the maximum value according to the stage in this way, the meaning of the effect of each stage, more specifically, the meaning of the needle reaching the maximum value, is made not to cause misunderstanding to the player.

[0539] FIG. 60 is a diagram for explaining an example of a specific effect of the first losing pattern according to the present embodiment. The first losing pattern is a losing pattern in which the stage shifts from the first stage to the second stage and the needle of the meter object 220a in the second stage does not reach the maximum value. That is, in the first losing pattern, the movable stage is set to the second stage, and the stage of the effect only shifts up to the second stage at most.

[0540] Also in the first losing pattern, in the first stage, as shown in FIGS. 60(a) and (b), on the main effect display unit 200a, the meter object 220a, the button object 230, and the expiration period suggestion object 240 are displayed superimposed on the background image dedicated to the first stage. That is, in the first losing pattern and the jackpot pattern, the content of the effect in the first stage is the same, and the player cannot identify which execution pattern of the first losing pattern and the jackpot pattern the specific effect is being executed in.

[0541] Also in the first losing pattern, when the long-press time reaches a predetermined time in the first stage, the stage shifts from the first stage to the second stage, and a switching effect as shown in FIG. 60(c) is executed. The content of this switching effect is also the same in the first losing pattern and the jackpot pattern. Then, when the switching effect ends, an image for the second stage is displayed on the main effect display unit 200a as shown in FIG. 60(d).

[0542] Also in the first losing pattern, after the image for the second stage is displayed on the main effect display unit 200a, when a long press of the effect button 208 is detected, the needle of the meter object 220a in the second stage rotates clockwise toward the maximum value. However, in the first losing pattern, the long-press time required to shift from the second stage to the third stage, in other words, the long-press time required for the needle to rotate to the maximum value, is not set. Therefore, in the first losing pattern, even if a long press is detected in the second stage, the needle of the meter object 220a does not reach the maximum value, and the operation valid period ends.

[0543] In the specific effect for identifying the first losing pattern, when the needle of the meter object 220a in the second stage does not reach the maximum value and the operation valid period ends, a suggestive effect indicating the end of the specific effect is executed. In the suggestive effect, as shown in FIG. 60(e), on the main effect display unit 200a, the background image, the meter object 220a, the button object 230, and the valid period suggestive object 240 are displayed in a grayed-out state.

[0544] In the first losing pattern, at the time of executing the suggestive effect, the meter object 220a provided for the suggestive effect is displayed. That is, the meter object 220a displayed during the suggestive effect and the meter object 220a displayed during the specific effect look the same, but the images used are different. Therefore, when the specific effect ends and the suggestive effect is executed, the image is switched from the meter object 220a for the specific effect to the meter object 220a for the suggestive effect.

[0545] When the suggestive effect shown in FIG. 60(e) ends, as shown in FIG. 60(f), the winning and losing patterns 210a, 210b, 210c stop being displayed in a combination that announces a loss, and the loss is announced.

[0546] Incidentally, when the reachable stage is set to the second stage, during the operation valid period, the long-press time may not reach the predetermined time. For example, in the first stage, the player may not operate the effect button 208 and no long-press for the predetermined time may be detected. In this case, even if the reachable stage is set to the second stage, without transitioning from the first stage to the second stage, the operation valid period ends. Thus, in the specific effect of the losing pattern, if the long-press time does not reach the predetermined time in the first stage during the operation valid period, at the timing when the operation valid period ends, as shown in FIG. 60(e), on the main effect display unit 200a, the meter object 220a, the button object 230, and the valid period suggestion object 240 are displayed in a grayed-out state, and then, as shown in FIG. 60(f), the effect symbols 210a, 210b, 210c are stopped and displayed in a combination that notifies a loss on the main effect display unit 200a.

[0547] Incidentally, during the switching effect indicating the transition from the first stage to the second stage as shown in FIG. 60(c), the operation valid period may end. In this case, at the timing when the operation valid period ends even in the middle of the switching effect, as shown in FIG. 60(e), on the main effect display unit 200a, the meter object 220a, the button object 230, and the valid period suggestion object 240 are displayed in a grayed-out state, and then, as shown in FIG. 60(f), the effect symbols 210a, 210b, 210c are stopped and displayed in a combination that notifies a loss on the main effect display unit 200a.

[0548] Incidentally, although FIG. 60 describes the case where the reachable effect stage is set to the second stage, the reachable effect stage may be set to the first stage. In that case, regardless of the long-press time, the needle of the meter object 220a in the first stage does not reach the maximum value and the operation valid period ends. Also in this case, similar to the above, a suggestive effect is executed upon the end of the operation valid period.

[0549] FIG. 61 is a diagram for explaining an example of a specific effect of the second losing pattern according to the present embodiment. The second losing pattern is a losing pattern in which the stage transitions from the first stage to the third stage, and the needle of the meter object 220b in the third stage does not reach the maximum value. That is, in the second losing pattern, the movable stage is set to the third stage, and although the stage of the effect transitions up to the third stage at most, the needle of the meter object 220b does not reach the maximum value.

[0550] Also in the second losing pattern, as in the first losing pattern and the jackpot pattern, as shown in FIGS. 61(a) and (b), on the main effect display unit 200a, superimposed on the background image dedicated to the first stage, the meter object 220a, the button object 230, and the expiration period suggestion object 240 are displayed. Also in the second losing pattern, when the long-press time reaches a predetermined time in the first stage, the transition from the first stage to the second stage occurs, and a switching effect as shown in FIG. 61(c) is executed. The content of this switching effect is also the same as that in the first losing pattern and the jackpot pattern.

[0551] Also, in the second losing pattern, as in the jackpot pattern, as shown in FIGS. 61(d) and (e), superimposed on the background image dedicated to the second stage, the meter object 220a, the button object 230, and the expiration period suggestion object 240 are displayed. Also in the second losing pattern, when the long-press time reaches a predetermined time in the second stage, the transition from the second stage to the third stage occurs, and a switching effect as shown in FIG. 61(f) is executed. The content of this switching effect is also the same as that in the jackpot pattern.

[0552] As shown in FIG. 61(g), when a long press of the effect button 208 is detected after the image for the third stage is displayed on the main effect display unit 200a, the needle of the meter object 220b in the third stage rotates clockwise toward the maximum value. However, in the second losing pattern, the long press time required for the needle to rotate to the maximum value in the third stage is not set. Therefore, in the second losing pattern, even if a long press is detected in the third stage, the operation valid period ends without the needle of the meter object 220b reaching the maximum value.

[0553] In the specific effect of the second losing pattern, when the operation valid period ends without the needle of the meter object 220b in the third stage reaching the maximum value, a suggestive effect indicating the end of the specific effect is executed. In the suggestive effect, as shown in FIG. 61(h), on the main effect display unit 200a, the background image, the meter object 220b, the button object 230, and the valid period suggestive object 240 are displayed in a grayed-out state.

[0554] Note that in the second losing pattern, when the specific effect ends in the third stage, the meter object 220b provided for the suggestive effect is displayed when the suggestive effect is executed. That is, the meter object 220b displayed during the suggestive effect and the meter object 220b displayed during the specific effect look the same, but the images used are different. Therefore, when the specific effect ends and the suggestive effect is executed, the image is switched from the meter object 220b for the specific effect to the meter object 220b for the suggestive effect.

[0555] When the suggestive effect shown in FIG. 61(h) ends, as shown in FIG. 61(i), the effect symbols 210a, 210b, 210c stop being displayed in a combination that announces a loss, and the loss is announced.

[0556] During the specific performance of the second losing pattern, if a long press of the operation button 208 for a predetermined time is not detected in the first or second stage, the operation valid period ends without transitioning to the third stage. If the third stage is not reached during the operation valid period, as shown in FIG. 60(e), in the suggestive performance, the meter object 220a is displayed.

[0557] FIG. 62 is a diagram for explaining another example of the second losing pattern according to the present embodiment. FIG. 62 is a diagram for explaining the case where the operation valid period ends during the switching performance of transitioning from the second stage to the third stage. Similar to the example shown in FIG. 61, it is assumed that the performance stages transition from the first stage to the second stage and further from the second stage to the third stage as shown in FIGS. 62(a) to 62(f). When transitioning from the second stage to the third stage, a switching performance is executed as shown in FIG. 62(f). And it is assumed that the operation valid period ends during this switching performance. As shown in FIG. 62(g), in the suggestive performance, similar to the first losing pattern, the meter object 220a is displayed. Note that when the suggestive performance shown in FIG. 62(g) ends, as shown in FIG. 62(h), the winning pattern displays 210a, 210b, 210c stop displaying in a combination that announces a loss, and a loss is announced.

[0558] Here, during the execution of the switching performance, internally, the stage transition is completed. That is, during the switching performance indicating the transition from the second stage to the third stage shown in FIG. 62(f), internally, the transition to the third stage has been made. Therefore, if it is assumed that the suggestive performance is executed according to the internal stage, when the operation valid period ends during the switching performance shown in FIG. 62(f), the meter object 220b will be displayed in the suggestive performance.

[0559] However, during the switching effect suggesting the transition from the second stage to the third stage, various images for the third stage are not displayed. That is, during the switching effect, the player has not yet visually recognized the meter object 220b of the third stage. Therefore, if the meter object 220b that the player has not yet visually recognized is displayed according to the internal stage, it may give the player a sense of discomfort. Thus, even when internally transitioning to the third stage, if the operation valid period ends during the switching effect, the meter object 220a is displayed in the suggesting effect.

[0560] FIG. 63 is a time chart of the specific effect for the losing pattern according to the present embodiment. Here, the suggesting effect in which the meter object 220a is displayed is called the first losing effect, and the suggesting effect in which the meter object 220b is displayed is called the second losing effect. When the operation valid period ends during the display of the meter object 220a, button object 230, and valid period suggesting object 240 in the first stage, the suggesting effect becomes the first losing effect. Also, when the operation valid period ends during the execution of the switching effect suggesting the transition from the first stage to the second stage, the suggesting effect becomes the first losing effect.

[0561] When the switching effect ends and the operation valid period ends during the display of the meter object 220a, button object 230, and valid period suggesting object 240 in the second stage, the suggesting effect becomes the first losing effect. Also, when the operation valid period ends during the execution of the switching effect suggesting the transition from the second stage to the third stage, the suggesting effect becomes the first losing effect.

[0562] When the switching effect ends and the operation valid period ends during the display of the meter object 220b, button object 230, and valid period suggesting object 240 in the third stage, the suggesting effect becomes the second losing effect.

[0563] As described above, according to the present embodiment, a plurality of steps including at least a first step (second step) and a second step (third step) are provided, and a specific effect in which the steps are shifted is executed when a preset transition condition is satisfied (the long-press time reaches a predetermined time). After the specific effect ends, a suggestive effect suggesting the end of the specific effect is executed.

[0564] In the first step, a first effect image (a background image dedicated to the second step, the meter object 220a, etc.) is displayed. When the transition condition is satisfied in the first step, the process shifts to the second step, and the first effect image is switched to and displayed as a second effect image (a background image dedicated to the third step, the meter object 220b, etc.).

[0565] When the specific effect ends during the display of the first effect image in the first step, and when the transition condition is satisfied in the first step and a specific condition is satisfied (within 36 frames after the transition or during the switching effect), a first suggestive image (the grayed-out meter object 220a) is displayed in the suggestive effect. Also, when the specific effect ends during the display of the second effect image in the second step, and when the transition condition is satisfied in the first step and the specific condition is not satisfied (not within 36 frames after the transition or not during the switching effect), a second suggestive image (the grayed-out meter object 220b) is displayed in the suggestive effect. Thereby, the sense of discomfort given to the player is reduced.

[0566] Here, when the transition condition is satisfied in the first stage, before the display of the second effect image, a switching effect suggesting the stage transition is executed. If the specific effect ends before the end of the switching effect, assuming that the specific condition is satisfied, the first suggestion image is displayed in the suggestion effect. However, the switching effect may be executed in parallel with the display of the second effect image. For example, in the above embodiment, the meter object 220b may be displayed during the switching effect. Even in this case, for example, when the visibility of the meter object 220b decreases, such as when an image for the switching effect is displayed superimposed on the character "MAX" which is the maximum value of the meter object 220b, the sense of discomfort given to the player is reduced.

[0567] Also, here, in the switching effect, it is assumed that a predetermined image is displayed on the main effect display unit 200a, but the content of the switching effect is not limited to this. For example, the switching effect may include at least either the display of a predetermined image or an effect that reduces the visibility of the second effect image. As an effect that reduces the visibility of the second effect image, for example, an effect of operating a movable body so as to cover the main effect display unit 200a, an effect of irradiating a lamp on the main effect display unit 200a, etc. can be considered.

[0568] Note that here, it is assumed that a switching effect suggesting the stage transition is executed, but the switching effect is not essential. For example, when the stage transitions, the image corresponding to the stage before the transition may be gradually faded out while the image corresponding to the stage after the transition is gradually faded in for a switching display of the images. Alternatively, the transmittance of the image corresponding to the stage before the transition gradually increases, and when the transmittance reaches 100%, it switches to the image corresponding to the stage after the transition. Then, the transmittance of the image corresponding to the stage after the transition is gradually changed from 100% to 0%. In this case, for example, it is conceivable to set as a specific condition that the transmittance of the image corresponding to the stage after the transition is x% or more.

[0569] Next, the processing in the sub-control board 330 for executing the above-described specific effect will be described. Here, the description of the processing not related to the specific effect will be omitted.

[0570] (Sub-CPU initialization processing of the sub-control board 330) FIG. 64 is a flowchart for explaining the sub-CPU initialization processing (S1000) of the sub-control board 330 according to the present embodiment.

[0571] (Step S1000-1) In response to power-on, the sub-CPU 330a reads the CPU initialization processing program from the sub-ROM 330b and performs initialization and setting processing of flags and the like stored in the sub-RAM 330c.

[0572] (Step S1000-3) Next, the sub-CPU 330a performs processing for updating each effect random number, and thereafter repeats the processing 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.

[0573] (Sub-timer interrupt processing of the sub-control board 330) FIG. 65 is a flowchart for explaining the sub-timer interrupt processing (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 the 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 processing.

[0574] (Step S1100-1) The sub-CPU 330a saves the registers.

[0575] (Step S1100-3) The sub-CPU 330a performs processing for enabling interrupts.

[0576] (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, each of the various timer counters is decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 is performed, and the decrement stops when it reaches 0.

[0577] (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 will be analyzed.

[0578] (Step S1100-7) The sub-CPU 330a performs time schedule management processing for referring to the time table and executing the process corresponding to the time stored in the time table. Here, based on the time data set in the time table, by turning on and off various flags or transmitting commands to each effect device, the execution of each effect including variable effects and major role effects will be controlled.

[0579] (Step S1300) The sub-CPU 330a performs specific effect execution processing for executing a specific effect. This specific effect execution processing will be described later.

[0580] (Step S1100-9) The sub-CPU 330a restores the register and ends the sub-timer interrupt processing.

[0581] FIG. 66 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, after the variable command is set in steps S612-21 and S612-25 in FIG. 33 in the main control board 300, it is transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 18) in step S100-65.

[0582] (Step S1220-1) When the sub-CPU 330a receives a variable command, it first analyzes and stores the received variable pattern command.

[0583] (Step S1220-3) The sub-CPU 330a acquires the effect random number (0 to 249) updated in step S1000-3, and determines and stores the execution pattern of the latter half variable effect based on the acquired effect random number and the analysis result in step S1220-1.

[0584] (Step S1220-5) The sub-CPU 330a analyzes and stores the received variable mode command.

[0585] (Step S1220-7) The sub-CPU 330a acquires the effect random number (0 to 249) updated in step S1000-3, and determines and stores the execution pattern of the first half variable effect based on the acquired effect random number and the analysis result in step S1220-5.

[0586] (Step S1220-9) The sub-CPU 330a acquires the effect random number (0 to 249) updated in step S1000-3 for each preview effect, and determines and stores the execution presence / absence and execution pattern of each preview effect by referring to each preview effect determination table based on the acquired effect random number and the analysis results in steps S1220-1 and S1220-5.

[0587] (Step S1220-11) The sub-CPU 330a determines whether the execution of a specific effect has been determined in the above step S1220-3 or step S1220-7. As a result, if the execution of the specific effect has been determined, the process proceeds to step S1220-13, and if the execution of the specific effect has not been determined, the process proceeds to step S1220-15.

[0588] (Step S1220-13) The sub-CPU 330a stores the stage (hereinafter referred to as the reach stage) that can be reached in the specific effect. Here, it is assumed that the reach stage is set for each variation command. For example, when receiving the variation pattern command A that can be determined at the time of jackpot winning, according to the latter half variation effect determination table, the execution of the specific effect of the above jackpot pattern is always determined. Also, for example, when receiving the variation pattern command B that can be determined at the time of loss, according to the latter half variation effect determination table, the execution of the specific effect of the loss pattern with the reach stage of the second stage is always determined. Also, for example, when receiving the variation pattern command C that can be determined at the time of loss, according to the latter half variation effect determination table, the execution of the specific effect of the loss pattern with the reach stage of the third stage is always determined. Therefore, here, based on the received variation pattern command, the reach stage is stored.

[0589] (Step S1220-15) The sub-CPU 330a determines whether the execution pattern of the specific effect whose execution has been determined is a jackpot pattern. As a result, if it is determined to be a jackpot pattern, the process proceeds to step S1220-17, and if it is determined not to be a jackpot pattern, the process proceeds to step S1220-19.

[0590] (Step S1220-17) The sub-CPU 330a adds "1" to the reach stage stored in the above step S1220-13. Therefore, when the specific effect of the jackpot pattern is executed, the reach stage stored at the start of the variation effect is "4".

[0591] (Step S1220-19) Based on the determinations in the above steps, the sub-CPU 330a sets the time data in the time table and ends the variable command reception process. Note that based on the time table set here, in step S1100-7 above, execution control of effects such as processing for displaying an image for variable effects on the main effect display unit 200a, audio output processing, and lighting control processing of the effect lighting device 204 will be performed.

[0592] FIG. 67 is a first flowchart for explaining the specific effect execution process in the sub-control board 330 according to the present embodiment.

[0593] (Step S1300-1) The sub-CPU 330a determines whether the specific effect execution flag is on. Note that the specific effect execution flag indicates that a specific effect is being executed and is in an on state during the execution of the specific effect. If it is determined that the specific effect execution flag is on, the process proceeds to step S1300-15, and if it is determined that the specific effect execution flag is not on, the process proceeds to step S1300-3.

[0594] (Step S1300-3) The sub-CPU 330a determines whether it is the start timing of the specific effect. As a result, if it is determined that it is the start timing of the specific effect, the process proceeds to step S1300-5, and if it is determined that it is not the start timing of the specific effect, the specific effect execution process ends.

[0595] (Step S1300-5) The sub-CPU 330a turns on the specific effect execution flag.

[0596] (Step S1300-7) The sub-CPU 330a sets the current stage information indicating the current stage of the specific effect to "1". Note that the current stage set here internally manages the current stage during the execution of the specific effect.

[0597] (Step S1300-9) The sub-CPU 330a executes processing for displaying a production image corresponding to the current stage information set in the above step S1300-7, that is, a production image for the current stage. Here, processing for displaying the background image dedicated to the first stage, the meter object 220a, the button object 230, and the expiration period suggestion object 240 is executed.

[0598] (Step S1300-11) The sub-CPU 330a sets a timer value corresponding to the operation effective time preset in the operation effective period timer. Note that the operation effective period timer is a timer that measures the remaining time of the operation effective period.

[0599] (Step S1300-13) The sub-CPU 330a sets a predetermined value in the long-press time timer and ends the specific production execution process. Note that the long-press time timer is a timer that measures the long-press time in each production stage.

[0600] (Step S1300-15) The sub-CPU 330a decrements the operation effective period timer.

[0601] (Step S1300-17) The sub-CPU 330a determines whether the timer value of the operation effective period timer has been decremented from 1 to 0 in the above step S1300-15. As a result, if it is determined that the timer value of the operation effective period timer has been decremented from 1 to 0, the process proceeds to step S1300-41, and if it is determined that the timer value of the operation effective period timer has not been decremented from 1 to 0, the process proceeds to step S1300-19.

[0602] (Step S1300-19) The sub-CPU 330a determines whether the timer value of the switching effect management timer is greater than 0. The switching effect management timer is a timer that measures the execution time of the switching effect. If it is determined that the timer value of the switching effect management timer is greater than 0, the process proceeds to step S1300-21. If it is determined that the timer value of the switching effect management timer is not greater than 0, the process proceeds to step S1300-27. During the execution of the switching effect, the timer value of the switching effect management timer is greater than 0.

[0603] (Step S1300-21) The sub-CPU 330a decrements the switching effect management timer.

[0604] (Step S1300-23) The sub-CPU 330a determines whether the timer value updated in step S1300-21 is greater than 0. As a result, if it is determined that the timer value is greater than 0, the specific effect execution process ends. If it is determined that the timer value is not greater than 0, the process proceeds to step S1300-25.

[0605] (Step S1300-25) The sub-CPU 330a checks the current stage information, executes a process for displaying the effect image for the current stage, and ends the specific effect execution process. Here, a process for displaying the background image corresponding to the current stage, the meter object 220a or the meter object 220b, the button object 230, and the expiration period suggestion object 240 stored internally is executed.

[0606] (Step S1300-27) The sub-CPU 330a determines whether a long press operation is detected. As a result, if it is determined that a long press operation is detected, the process proceeds to step S1300-33. If it is determined that a long press operation is not detected, the process proceeds to step S1300-29.

[0607] (Step S1300-29) The sub-CPU 330a sets a predetermined value in the long-press time timer.

[0608] (Step S1300-31) The sub-CPU 330a executes a process for retracting the needle of the meter object 220a or the meter object 220b, and ends the specific effect execution process. Note that the retracting display is a display in which the needle of the meter object 220a or the meter object 220b is rotated counterclockwise to the initial value.

[0609] (Step S1300-33) The sub-CPU 330a decrements the long-press time timer.

[0610] (Step S1300―35) In step S1300-33 above, the sub-CPU 330a determines whether the timer value of the long-press time timer has been decremented from 1 to 0. As a result, if it is determined that the timer value of the long-press time timer has been decremented from 1 to 0, the process proceeds to step S1310, and if it is determined that the timer value of the long-press time timer has not been decremented from 1 to 0, the process proceeds to step S1300-37.

[0611] (Step S1300-37) The sub-CPU 330a executes a process for advancing the needle of the meter object 220a or the meter object 220b, and ends the specific effect execution process. Note that the advancing display is a display in which the needle of the meter object 220a or the meter object 220b is rotated clockwise to "7" one step before the maximum value.

[0612] (Step S1310) The sub-CPU 330a executes a step update process and ends the specific effect execution process.

[0613] FIG. 68 is a flowchart for explaining the step update process in the sub-control board 330 according to the present embodiment.

[0614] (Step S1310-1) The sub-CPU 330a increments the current stage information. That is, here, "1" is added to the current stage stored as the current stage information.

[0615] (Step S1310-3) The sub-CPU 330a performs processing to maximally display the needles of the meter object 220a or the meter object 220b. Note that the maximum display is a display in which the needles of the meter object 220a or the meter object 220b are rotated to the maximum value.

[0616] (Step S1310-5) The sub-CPU 330a determines whether the current stage updated in the above step S1310-1 is the fourth stage. As a result, if it is determined that it is the fourth stage, the process proceeds to step S1310-7, and if it is determined that it is not the fourth stage, the process proceeds to step S1310-11.

[0617] (Step S1310-7) The sub-CPU 330a performs jackpot effect execution processing to display the effect symbols 210a, 210b, 210c in a combination that announces a jackpot.

[0618] (Step S1310-9) The sub-CPU 330a resets various flags and timers related to the specific effect and ends the stage update process.

[0619] (Step S1310-11) The sub-CPU 330a performs switching effect execution processing for executing a switching effect. Here, processing for displaying an image for the switching effect is performed.

[0620] (Step S1310-13) The sub-CPU 330a sets "36" to the timer value of the switching effect management timer.

[0621] (Step S1310-15) The sub-CPU 330a determines whether the current stage is the reach stage. If it is determined that the current stage is the reach stage, the process proceeds to step S1310-19. If it is determined that the current stage is not the reach stage, the process proceeds to step S1310-17.

[0622] (Step S1310-17) The sub-CPU 330a sets a predetermined value in the long-press time timer and ends the stage update process.

[0623] (Step S1310-19) The sub-CPU 330a resets the long-press time timer and ends the stage update process.

[0624] FIG. 69 is a second flowchart for explaining the specific effect execution process in the sub-control board 330 according to the present embodiment.

[0625] (Step S1300-41) The sub-CPU 330a determines whether the reach stage is "4". That is, here, it is determined whether the current specific effect is a jackpot pattern. If it is determined that the reach stage is "4", the process proceeds to step S1300-43. If it is determined that the reach stage is not "4", the process proceeds to step S1300-47.

[0626] (Step S1300-43) The sub-CPU 330a performs the same jackpot effect execution process as described above.

[0627] (Step S1300-45) The sub-CPU 330a resets various flags and timers related to the specific effect and ends the specific effect execution process.

[0628] (Step S1300-47) The sub-CPU 330a determines whether the current stage is "3". If it is determined that the current stage is "3", the process proceeds to step S1300-49. If it is determined that the current stage is not "3", the process proceeds to step S1300-53.

[0629] (Step S1300-49) The sub-CPU 330a determines whether the switching effect management timer is greater than 0, that is, whether the switching effect is being executed. If it is determined that the switching effect management timer is greater than 0, the process proceeds to step S1300-53. If it is determined that the switching effect management timer is not greater than 0, the process proceeds to step S1300-51.

[0630] (Step S1300-51) The sub-CPU 330a performs processing for executing the second losing effect (suggestive effect), and ends the specific effect execution processing.

[0631] (Step S1300-53) The sub-CPU 330a performs processing for executing the first losing effect (suggestive effect), and ends the specific effect execution processing. Through the above processing, the above-mentioned specific effect is executed.

[0632] As described above, the preferred embodiments of the present invention have been described with reference to the accompanying drawings. Needless to say, the present invention is not limited to such embodiments. It is obvious that those skilled in the art can conceive various modification examples or correction examples within the scope described in the claims, and it is naturally understood that those also belong to the technical scope of the present invention.

[0633] In the above-described embodiment, an example of the case where the present invention is applied to a first type of gaming machine has been described. However, the gaming properties of the gaming machine to which the present invention is applicable are not limited to this. For example, it goes without saying that the present invention is also applicable to a second type of gaming machine and a first / second type hybrid machine. Therefore, only one of the jackpot symbol and the minor winning symbol may be provided. In any case, the gaming properties of the gaming machine to which the present invention is applicable are not particularly limited.

[0634] Also, in the above-described embodiment, the case where the effect button 208 is provided as an operation unit operable by the player has been described. However, the operation unit is not limited to the effect button 208, and for example, a lever capable of tilting operation, a handle capable of rotational operation, etc. may be used. In any case, the operation unit may be any configuration that can be operated by the player, and the mode of operation required of the player is not particularly limited.

[0635] Also, the display modes of the meter object 220a, the meter object 220b, the button object 230, and the expiration period suggestion object 240 in the above-described embodiment are merely examples and can be designed as appropriate, which goes without saying. Therefore, the contents of the specific effect and the suggestion effect in the above-described embodiment are merely examples and can be changed in design as appropriate.

[0636] Note that the sub-CPU 330a that executes the process of step S1300 in the above-described embodiment corresponds to the specific effect execution means of the present invention. Also, the sub-CPU 330a that executes the processes of step S1300-51 and step S1300-53 in the above-described embodiment corresponds to the suggestion effect execution means of the present invention.

Explanation of Reference Numerals

[0637] 100 Gaming machine 208 Effect button 220a Meter object 220b Meter object 230 Button object 240 Expiration period suggestion object 330 sub-control board 330a sub-CPU

Claims

1. There are provided a plurality of stages including at least a first stage and a second stage, and specific effect execution means for executing a specific effect in which the stage transitions when a preset transition condition is satisfied; suggestion effect execution means for executing a suggestion effect that suggests the end of the specific effect after the end of the specific effect; The game machine is provided with: The specific effect execution means: displays a first effect image in the first stage, causes a transition to the second stage when the transition condition is satisfied in the first stage, and switches and displays the first effect image to a second effect image; The suggestion effect execution means: when the specific effect ends during the display of the first effect image in the first stage, and when the transition condition is satisfied in the first stage and a specific condition is satisfied, displays a first suggestion image in the suggestion effect; when the specific effect ends during the display of the second effect image in the second stage, and when the transition condition is satisfied in the first stage and the specific condition is not satisfied, displays a second suggestion image in the suggestion effect. The game machine is characterized in that.

2. The specific effect execution means: when the transition condition is satisfied in the first stage, executes a switching effect that suggests the transition of the stage before the display of the second effect image or in parallel with the display of the second effect image; The suggestion effect execution means: when the specific effect ends before the end of the switching effect, assuming that the specific condition is satisfied, displays the first suggestion image in the suggestion effect. The game machine according to Claim 1.

3. The switching effect: includes at least either the display of a predetermined image or an effect that reduces the visibility of the second effect image. The game machine according to Claim 2.

Citation Information

Patent Citations

  • Pinball game machine

    JP2013042821A

  • Game machine

    JP2017060601A

  • Game machine

    JP2018126610A

  • Game machine

    JP2020022902A

  • gaming machines

    JP7349120B2