Game machine
Patent Information
- Application Number
- JP2024045946
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-22
- Publication Date
- 2025-10-03
AI Technical Summary
Gaming machines produce a variety of sounds during play, but inappropriate sound control can lead to a decrease in presentation effect and player discomfort.
The gaming machine includes a sound output control unit that limits the volume of specific channels during predetermined periods and executes effects in different modes, ensuring controlled sound output.
This approach helps to suppress a decrease in dramatic effect and enhances the overall presentation quality.
Smart Images

Figure 2025145653000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, there is known a gaming machine in which a big prize lottery is held based on the entry of a gaming ball into a starting hole, and if a big prize is won in this big prize lottery, a big prize opening is opened, and a big prize game is executed. In such a gaming machine, various sounds are output during play (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-23572 Summary of the Invention [Problem to be solved by the invention]
[0004] As mentioned above, gaming machines output a variety of sounds during play, but if the sound output is not controlled appropriately, it may give the player a sense of discomfort and actually reduce the presentation effect.
[0005] The present invention aims to provide a gaming machine that can suppress a decline in presentation effects. [Means for solving the problem]
[0006] In order to solve the above problems, the gaming machine of the present invention comprises: A performance execution means; a sound output control unit capable of outputting sounds of a specific channel and a predetermined channel from a sound output device; Equipped with The performance execution means It is possible to execute effects that can be executed multiple times in different modes within a predetermined period of time, The sound output control unit When a predetermined mode of effect is executed during the predetermined period, the volume of the specific channel is limited over a first period, and a predetermined sound of the specific channel can be output during the first period; When the effect is executed a predetermined number of times during the predetermined period, the volume of the specific channel is limited for a second period shorter than the first period, and the specified sound of the specific channel is not output during the second period. [Effects of the Invention]
[0007] According to the present invention, it is possible to suppress a decrease in the dramatic effect. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a perspective view of the gaming machine showing the door in an open state. [Figure 2] FIG. [Figure 3] FIG. [Figure 4] FIG. [Figure 5] FIG. 1 is a block diagram of a gaming machine. [Figure 6] This is an address map of the memory area used by the main CPU. [Figure 7] A diagram explaining the random number judgment table for determining small wins. [Figure 8] FIG. 10 is a diagram illustrating a winning symbol random number determination table. [Figure 9] FIG. 10 is a diagram illustrating a reach group determination random number determination table. [Figure 10] FIG. 10 is a diagram illustrating a reach mode determination random number determination table. [Figure 11] FIG. 10 is a diagram illustrating a fluctuation pattern random number determination table. [Figure 12] FIG. 10 is a diagram illustrating a variable time determination table. [Figure 13] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table. [Figure 14]10A and 10B are diagrams illustrating the opening and closing modes of the large prize opening and the opening and closing modes of a specific area using a movable member. [Figure 15] FIG. 10 is a diagram illustrating a game status setting table. [Figure 16] (a) is a diagram explaining the random number judgment table for determining normal winning symbols, (b) is a diagram explaining the random number judgment table for determining normal symbols for non-time-shortened game states, (c) is a diagram explaining the random number judgment table for determining normal symbols for the first time-shortened game state, and (d) is a diagram explaining the random number judgment table for determining normal symbols for the second time-shortened game state. [Figure 17] 10A is a diagram illustrating a normal symbol fluctuation time data table, and FIG. 10B is a diagram illustrating an opening / closing control pattern table. [Figure 18] FIG. 10 is a diagram illustrating the gameplay according to the embodiment. [Figure 19] FIG. 10 is a diagram illustrating a gaming machine status flag. [Figure 20] 10 is a first flowchart illustrating a CPU initialization process on the main control board. [Figure 21] 10 is a second flowchart illustrating the CPU initialization process on the main control board. [Figure 22] 10 is a flowchart illustrating a sub-command group setting process on the main control board. [Figure 23] 10 is a flowchart illustrating a power-off evacuation process in the main control board. [Figure 24] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 25] 10 is a flowchart illustrating setting-related processing in the main control board. [Figure 26] 10 is a flowchart illustrating a switch management process in the main control board. [Figure 27] 10 is a flowchart illustrating gate passage processing in the main control board. [Figure 28] 10 is a flowchart illustrating the first start port passing process in the main control board. [Figure 29]10 is a flowchart illustrating the second start port passing process in the main control board. [Figure 30] 10 is a flowchart illustrating the special pattern random number acquisition process on the main control board. [Figure 31] 10 is a flowchart illustrating a specific area passing process in the main control board. [Figure 32] FIG. 10 is a diagram illustrating a special game management phase. [Figure 33] 10 is a flowchart illustrating the special game management process on the main control board. [Figure 34] 10 is a flowchart illustrating the special symbol change waiting process on the main control board. [Figure 35] 10 is a flowchart illustrating the special pattern variable number determination process on the main control board. [Figure 36] 10 is a flowchart illustrating the special chart cutoff management process on the main control board. [Figure 37] 10 is a flowchart explaining the processing during special pattern fluctuations on the main control board. [Figure 38] 10 is a flowchart illustrating the special symbol stop symbol display process on the main control board. [Figure 39] This is a flowchart explaining the processing before opening the large prize opening on the main control board. [Figure 40] This is a flowchart explaining the large prize opening / closing switching process on the main control board. [Figure 41] 10 is a flowchart explaining the control process for opening the large prize opening on the main control board. [Figure 42] This is a flowchart explaining the large prize opening closure validity processing on the main control board. [Figure 43] This is a flowchart explaining the large prize slot end wait processing on the main control board. [Figure 44] FIG. 10 is a diagram illustrating the normal game management phase. [Figure 45] 10 is a flowchart illustrating the normal game management process on the main control board. [Figure 46] 10 is a flowchart explaining the normal pattern change waiting process on the main control board. [Figure 47] 10 is a flowchart explaining the normal cutoff number management on the main control board. [Figure 48] This is a flowchart explaining the processing during normal pattern fluctuations on the main control board. [Figure 49] 10 is a flowchart illustrating the normal symbol stop symbol display process on the main control board. [Figure 50] This is a flowchart explaining the pre-opening processing of a normal electric device winning slot on the main control board. [Figure 51] This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board. [Figure 52] This is a flowchart explaining the control process for opening the winning slot of a normal electric device on the main control board. [Figure 53] This is a flowchart explaining the normal electric device winning opening closure validity processing on the main control board. [Figure 54] This is a flowchart explaining the normal electric device winning slot end wait processing on the main control board. [Figure 55] (a) is a diagram illustrating an example of a big role presentation determination table that is referenced when two rights to special 2 variations are acquired in the first time-shortened play state, and (b) is a diagram illustrating an example of a big role presentation determination table that is referenced when two rights to special 2 variations are acquired in the second time-shortened play state. [Figure 56] FIG. 10 is a diagram illustrating an example of a normal major role presentation. [Figure 57] FIG. 10 is a first diagram illustrating an example of a special big role presentation according to the first mode. [Figure 58] FIG. 2 is a second diagram illustrating an example of a special big role presentation according to the first embodiment. [Figure 59] FIG. 10 is a diagram illustrating an example of a sound output mode in the special big role performance according to the first mode. [Figure 60] FIG. 10 is a diagram illustrating an example of a special big role presentation according to the second mode. [Figure 61] FIG. 10 is a diagram illustrating an example of a sound output mode in the special big role performance according to the second mode. [Figure 62] 10 is a flowchart illustrating a sub-CPU initialization process on the sub-control board. [Figure 63] 10 is a flowchart illustrating a sub-timer interrupt process in the sub-control board. [Figure 64] 10 is a flowchart illustrating a pre-read designation command reception process in the sub-control board. [Figure 65] 10 is a flowchart illustrating a variable command receiving process in the sub-control board. [Figure 66] 10 is a flowchart illustrating a time schedule management process in the sub-control board. DETAILED DESCRIPTION OF THE INVENTION
[0009] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0010] To facilitate understanding of the embodiments of the present invention, first, a brief description will be given of the mechanical and electrical configurations of the gaming machine, and then specific processing on each board will be described.
[0011] 1 is a perspective view of a gaming machine 100 with the door open. As shown in the figure, the gaming machine 100 includes an outer frame 102 having four sides arranged in a substantially rectangular shape to form an enclosed space, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be able to open and close freely, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be able to open and close freely.
[0012] The middle frame 104, like the outer frame 102, has four sides arranged in a substantially rectangular shape to form an enclosed space, and a game board 108 is held in this enclosed space. A glass or resin transparent plate 110 is held in the front frame 106. When the middle frame 104 and the front frame 106 are closed against the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially parallel, maintaining a predetermined distance between them, and the game board 108 can be seen through the transparent plate 110 from the front side of the gaming machine 100.
[0013] Fig. 2 is a front view of the gaming machine 100, and Fig. 3 is a front view of the gaming board 108. However, Fig. 2 shows a state in which the gaming board 108 has been removed.
[0014] 2, an operating handle 112 that protrudes from the front side of the gaming machine 100 is provided at the bottom of the front frame 106. This operating handle 112 is provided so that it can be rotated by a player, and when the player rotates the operating handle 112 to perform a firing operation, a gaming ball is fired by a firing mechanism (not shown) with a strength that corresponds to the rotation angle of the operating handle 112.
[0015] The game ball thus launched rises between rails 114a and 114b provided on the game board 108 and is guided to the game area 116, as shown in FIG.
[0016] The play area 116 is a space formed between the play board 108 and the transparent plate 110, and is an area where the play balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills, and the play balls guided into the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.
[0017] The play area 116 includes a first play area 116a and a second play area 116b, which have different degrees of entry of game balls depending on the launch strength of the launch mechanism. The first play area 116a is located on the left side of the play area 116 as seen by a player facing the gaming machine 100, and the second play area 116b is located on the right side of the play area 116 as seen by a player facing the gaming machine 100. Because the rails 114a and 114b are on the left side of the play area 116, game balls launched by the launch mechanism with a launch strength less than a predetermined strength will enter the first play area 116a, and game balls launched with a launch strength equal to or greater than the predetermined strength will enter the second play area 116b.
[0018] The gaming area 116 is also provided with a general prize opening 118, a first start opening 120, and a second start opening 122 through which game balls can enter, and when a game ball enters the general prize opening 118, the first start opening 120, or the second start opening 122, a predetermined prize ball is paid out to the player. The number of prize balls may be any number greater than or equal to one, and the number of prize balls paid out for the general prize opening 118, the first start opening 120, and the second start opening 122 may be different or the same number of prize balls. In this case, it is also possible to set the number of prize balls paid out when a game ball enters the first start opening 120 to be less than the number of prize balls paid out when a game ball enters the second start opening 122.
[0019] As will be described in detail later, a first starting area is provided within the first starting hole 120, and a second starting area is provided within the second starting hole 122. When a gaming ball enters the first starting hole 120 or the second starting hole 122 and enters the first starting area or the second starting area, a lottery is held to determine one of a plurality of pre-defined special symbols. Each special symbol is associated with various gaming benefits, such as whether or not a small jackpot game advantageous to the player can be executed and what kind of gaming state the subsequent game state will be. Therefore, when a gaming ball enters the first starting hole 120 or the second starting hole 122, the player not only acquires a predetermined prize ball, but also has the opportunity to acquire the right to receive various gaming benefits.
[0020] The first starting port 120 is located at the bottom of the game area 116 and is either capable of receiving only game balls flowing down the first game area 116a, or is located at a position where game balls that have entered the first game area 116a can enter more easily than game balls that have entered the second game area 116b.
[0021] The second starting opening 122 is located in the second game area 116b, and is either capable of receiving only game balls flowing down the second game area 116b, or is positioned so that game balls that have entered the second game area 116b can enter more easily than game balls that have entered the first game area 116a. The second starting opening 122 is configured as a variable starting opening (variable starting winning device) having a movable piece 122b, and the ease with which game balls can enter the second starting opening 122 can be varied.
[0022] 4 is a partially enlarged view of the game board 108. The specific configuration of the second start opening 122 is not particularly limited, but here, the movable piece 122b is normally recessed into the back side of the game board 108, the second start opening 122 is closed, and the game ball flows down the front side of the movable piece 122b, making it impossible or difficult for the game ball to enter the second start opening 122.
[0023] In contrast, when a gaming ball passes through the gate 124 provided in the second gaming area 116b, the movable piece 122b protrudes to the front side of the gaming board 108, and it is determined whether or not to execute an auxiliary game that makes it easier for the gaming ball to enter the second starting hole 122. If it is determined that an auxiliary game should be executed, the movable piece 122b protrudes to the front side of the gaming board 108, and the auxiliary game is executed that makes it easier for the gaming ball to enter the second starting hole 122. More specifically, on the condition that the gaming ball has passed through the gate 124, a lottery for a normal symbol, which will be described later, is held, and if a winning combination is selected in this lottery, the movable piece 122b is controlled to an open state (a state in which the movable piece 122b protrudes) for a predetermined time that makes it easier for the gaming ball to enter the second starting hole 122.
[0024] When the movable piece 122b is in the protruding state, a game ball flowing down the front side of the movable piece 122b falls onto the movable piece 122b. The game ball that has fallen onto the movable piece 122b is guided by the movable piece 122b and led to the second starting hole 122. In this way, when the movable piece 122b is in the protruding state, the movable piece 122b functions as a tray that leads the game ball to the second starting hole 122, making it easier for the game ball to enter the second starting hole 122.
[0025] Furthermore, a big prize opening 128 is provided at the bottom of the game area 116. The big prize opening 128 is disposed at a position where at least game balls flowing down the second game area 116b can enter.
[0026] Furthermore, the big prize opening 128 is provided with a movable piece 128b that can be opened and closed, and normally the movable piece 128b closes the big prize opening 128, making it impossible for game balls to enter the big prize opening 128. In contrast, when a small prize game or a big role game is played, the movable piece 128b is opened, making it possible for game balls to enter the big prize opening 128.
[0027] When a gaming ball enters the big prize opening 128, a predetermined number of prize balls are paid out to the player. In this embodiment, 15 gaming balls are paid out to the player as prize balls for one gaming ball entering the big prize opening 128. In other words, by having a gaming ball enter the big prize opening 128, the player can increase the number of gaming balls he or she owns.
[0028] As shown in Fig. 4, the second game area 116b is provided with a structure 129 that protrudes from the front side of the game board 108. This structure 129 has an opening formed at the top, which serves as the big prize opening 128. A movable piece 128b is provided at the top of the structure 129, and the movable piece 128b is normally maintained in a closed state in which it closes the big prize opening 128.
[0029] The movable piece 128b protrudes into the game area 116 where game balls roll and flow down so as to face above the gaming machine 100. Therefore, when the movable piece 128b is maintained in the closed state, game balls flowing down the game area 116 (second game area 116b) fall onto the movable piece 128b.
[0030] Here, the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, a gaming ball that has fallen onto the movable piece 128b rolls slowly from right to left on the movable piece 128b.
[0031] A lead-out path 128d is provided inside the big prize opening 128, and all gaming balls that enter the big prize opening 128 are led to the lead-out path 128d. The lead-out path 128d is provided with a specific area 140b and a non-specific area 140c, each of which is made up of holes through which gaming balls can pass, and the gaming ball that enters the big prize opening 128 is configured to pass through either the specific area 140b or the non-specific area 140c.
[0032] The big prize opening 128 is provided with a movable member 142 that opens and closes the specific area 140b and the non-specific area 140c. This movable member 142 appears and disappears in the front-to-rear direction of the gaming machine 100 through a hole formed in the gaming board 108 by an actuator (solenoid) not shown. Normally, the actuator is maintained in an unpowered state, and the movable member 142 is held in a position that protrudes further forward than the hole in the gaming board 108, preventing gaming balls from entering the specific area 140b. More specifically, when the movable member 142 is held in a position that protrudes further forward than the hole in the gaming board 108, the specific area 140b is blocked by the movable member 142, and gaming balls can pass through the non-specific area 140c.
[0033] Furthermore, when the actuator is energized, the movable member 142 is held in a position where it is recessed further back than the hole in the gaming board 108, allowing the gaming ball to enter the specific area 140b. More specifically, when the movable member 142 is held in a position where it is recessed further back than the hole in the gaming board 108, the specific area 140b is opened, allowing the gaming ball to pass through the specific area 140b. As will be described in detail later, when a gaming ball enters the specific area 140b in a small prize game, a jackpot (type 2 jackpot) is awarded, and a major prize game, which will be described later, is started.
[0034] When a small win game or a big win game is executed, the movable piece 128b transitions to an open state in which the big prize opening 128 is opened. Here, the movable piece 128b is caused to protrude and retract in the front-to-rear direction of the gaming machine 100 from a hole formed in the gaming board 108 by an actuator (solenoid) not shown. Normally, the actuator is maintained in an unenergized state, and the movable piece 128b is held in a position protruding forward from the hole in the gaming board 108, closing the big prize opening 128. When the actuator is energized, the movable piece 128b is held in a position retracted backward from the hole in the gaming board 108, opening the big prize opening 128. In this way, when the big prize opening 128 is opened, a gaming ball enters the big prize opening 128.
[0035] Returning to Figure 3, at the bottom of the game area 116, there is an outlet 130 that discharges game balls that do not enter any of the general prize opening 118, the first start opening 120, the second start opening 122, or the big prize opening 128 from the game area 116 to the back side of the game board 108.
[0036] The gaming machine 100 is equipped with a performance display device 200 consisting of a liquid crystal display device, a performance prop device 202 consisting of a movable device, a performance lighting device 204 consisting of a lamp that can be controlled to various lighting modes and emission colors, an audio output device 206 consisting of a speaker, and a performance button 208 that accepts player operation, as performance devices that perform performances while the game is in progress.
[0037] The effect display device 200 also includes a main effect display unit 200a, which is an image display unit that displays images. The main effect display unit 200a is located approximately in the center of the gaming board 108 so as to be visible from the front side of the gaming machine 100. Images for various effects are displayed on this main effect display unit 200a.
[0038] The performance device 202 is placed in front of the main performance display section 200a and is normally retracted to the rear side of the game board 108, but moves to the front of the main performance display section 200a in accordance with the image displayed on the main performance display section 200a, giving the player a sense of anticipation.
[0039] The effect lighting device 204 is provided on the effect gimmick device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main effect display section 200a.
[0040] Returning to Figure 2, the audio output device 206 is located at the upper position of the front frame 106 or at the lowest position of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images displayed on the main performance display section 200a.
[0041] The effect button 208 is composed of a button that accepts pressing operations by the player, and is located in approximately the center of the width of the gaming machine 100, and below the transparent plate 110. This effect button 208 is activated in accordance with the images displayed on the main effect display unit 200a, and when an operation by the player is accepted within the effective operation time, various effects are executed according to the operation.
[0042] In the figure, reference numeral 132 denotes an upper tray to which prize balls paid out from the gaming machine 100 and game balls dispensed from the game ball dispenser are guided, and when this upper tray 132 is full of game balls, the game balls are guided to a lower tray 134. A ball ejection hole (not shown) is formed in the bottom surface of this lower tray 134 to eject game balls from the lower tray 134. This ball ejection hole is normally closed by an opening / closing plate (not shown), but by pushing in a ball ejection knob 134a, the opening / closing plate slides together with the ball ejection knob 134a, making it possible to eject game balls from the ball ejection hole to below the lower tray 134.
[0043] In addition, the game board 108 is provided with a first special symbol display 160, a second special symbol display 162, a first special symbol reserved display 164, a second special symbol reserved display 166, a normal symbol display 168, a normal symbol reserved display 170, and a right-hit notification display 172 at positions outside the game area 116 and visible to the player. Each of these displays 160 to 172 is a device for displaying various situations related to the game, and details thereof will be described later.
[0044] (Internal configuration of control means) FIG. 5 is a block diagram showing the internal configuration of the control means that controls the progress of the game.
[0045] The main control board 300 controls the basic operations of the game. This main control board 300 is equipped with a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads out programs stored in the main ROM 300b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device and display, or sends commands to other boards depending on the results of the arithmetic processing. The main RAM 300c functions as a data work area during arithmetic processing by the main CPU 300a.
[0046] The gaming machine 100 is broadly divided into a special game that is started when a gaming ball enters the first start hole 120 or the second start hole 122, and a normal game that is started when a gaming ball passes through the gate 124. The main ROM 300b of the main control board 300 stores various programs for progressing the special game and the normal game, as well as data and tables required for various games.
[0047] The main control board 300 is connected to a general prize opening detection switch 118s that detects when a game ball enters the general prize opening 118, a first start opening detection switch 120s that detects when a game ball enters the first start opening 120, a second start opening detection switch 122s that detects when a game ball enters the second start opening 122, a gate detection switch 124s that detects when a game ball passes through the gate 124, a special prize opening detection switch 128s that detects when a game ball enters the special area 140b, and an out ball detection switch 130s that detects when a game ball is ejected from the game area 116, and detection signals are input from each of these detection switches to the main control board 300.
[0048] A junction passage is provided on the back of the game board 108, and game balls that enter the general winning opening 118, the first starting opening 120, the second starting opening 122, and the big winning opening 128 and game balls that are guided to the back side from the discharge opening 130 join together in the junction passage and are guided to the facilities of the game center. The out ball detection switch 130s is provided in the junction passage, and all game balls that are discharged from the game area 116, in other words, all game balls that are shot into the game area 116, are detected by the out ball detection switch 130s.
[0049] In addition, the main control board 300 is connected to a normal electric device solenoid 122c that operates the movable piece 122b of the second starting opening 122, a large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided within the large prize opening 128, and the main control board 300 controls the opening and closing of the second starting opening 122, the large prize opening 128 and the specific area 140b.
[0050] Furthermore, the main control board 300 is connected to a first special pattern display 160, a second special pattern display 162, a first special pattern reserved display 164, a second special pattern reserved display 166, a normal pattern display 168, a normal pattern reserved display 170, and a right-hit notification display 172, and the display of each of these displays is controlled by the main control board 300.
[0051] In addition, the gaming machine 100 is provided with multiple abnormality detection sensors 174 that detect possible abnormalities or fraud, such as a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and a door open sensor that detects the open state of the middle frame 104 or the front frame 106, and is configured so that an abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0052] Furthermore, a setting change switch 180s is provided on the back of the gaming board 108. The setting change switch 180s is configured to be accessible with a dedicated key. When the setting change switch 180s is turned on, it becomes possible to change and check the setting values. The gaming machine 100 of this embodiment has a function of storing setting values as registered setting values and progressing a game according to the stored registered setting values. Here, although six setting values, 1 to 6, are provided, the game progress conditions are the same regardless of the setting value, and it is assumed that only one setting value is provided in practice.
[0053] A RAM clear button is provided on the back of the game board 108 so that it can be pressed, and pressing of this RAM clear button is detected by a RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. If a RAM clear operation signal is input from the RAM clear switch 182s when the power is turned on, the main CPU 300a clears the main RAM 300c.
[0054] A performance display monitor 184 is provided on the back of the game board 108. The main control board 300 causes the performance display monitor 184 to display the registered setting values and the base ratio.
[0055] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.
[0056] The payout control board 310 controls the firing of game balls and the payout of prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 so that it can communicate bidirectionally. A game information output terminal board 312 is connected to this payout control board 310, and various information on the progress of the game output from the main control board 300 is output to the hall computer of the gaming parlor via the payout control board 310 and the game information output terminal board 312.
[0057] A payout motor 314 is connected to the payout control board 310 to pay out the game balls stored in the storage section to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout number designation command sent from the main control board 300 to control the motor 314 to pay out a predetermined number of prize balls to the player. At this time, the number of paid out game balls is detected by a payout ball counting switch 316s, and it is possible to determine whether the prize balls that should have been paid out have been paid out to the player.
[0058] Also connected to the payout control board 310 is a tray full detection switch 318s that detects the full state of the lower tray 134. This tray full detection switch 318s is provided in a passage that leads game balls paid out as prize balls to the lower tray 134, and a game ball detection signal is input to the payout control board 310 every time a game ball passes through the passage.
[0059] Then, when a predetermined amount or more of game balls are accumulated in the lower tray 134 and it reaches a full state, game balls accumulate in the passage leading to the lower tray 134, and game ball detection signals are continuously input from the tray full detection switch 318s to the payout control board 310. When the payout control board 310 receives game ball detection signals continuously for a predetermined period of time, it determines that the lower tray 134 is in a full state, and sends a tray full command to the main control board 300. On the other hand, when the continuous input of game ball detection signals stops after sending the tray full command, it determines that the full state has been released, and sends a tray full release command to the main control board 300.
[0060] A launch control circuit 320 is also connected to the payout control board 310 so as to be able to communicate bidirectionally. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes launch. A touch sensor 112s, which is provided on the operating handle 112 and detects when a player touches the operating handle 112, and an operation volume 112a, which detects the operating angle of the operating 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 the energization of a launch solenoid 112c provided on the gaming ball launcher to launch the gaming ball.
[0061] The sub-control board 330 mainly controls various effects during game play, standby, etc. The sub-control board 330 is equipped with a sub-CPU 330a, sub-ROM 330b, sub-RAM 330c, and RTC 330d, and is connected to the main control board 300 so that communication can be performed in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out programs stored in the sub-ROM 330b and performs arithmetic processing based on commands transmitted from the main control board 300, input signals from a timer, etc., and also controls the execution of effects. At this time, the sub-RAM 330c functions as a data work area during arithmetic processing by the sub-CPU 330a.
[0062] Specifically, the sub-control board 330 controls image display to display images on the main effect display unit 200a. The sub-ROM 330b stores a large number of various image data to be displayed on the main effect display unit 200a, and the sub-CPU 330a reads the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display on the main effect display unit 200a.
[0063] The sub-control board 330 also controls the movement of the stage prop device 202 and the lighting of the stage lighting device 204, as well as controls the audio output to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from the stage button detection switch 208s that detects that the stage button 208 has been pressed, a predetermined stage is executed.
[0064] Each board is connected to a power supply board (not shown), and power is supplied to each board from a commercial power source via the power supply board. The power supply board is also provided with a backup power supply consisting of a capacitor. The RTC 330d provided on the sub-control board 330 receives power from the backup power supply and keeps track of the current time.
[0065] Fig. 6 is an address map of the memory area used by the main CPU 300a. In Fig. 6, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 6, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b and a memory area (F000H to F3FFH) allocated to the main RAM 300c.
[0066] The memory area of the main ROM 300b is divided into a used area (0000H to 1A7AH) that stores programs and data for controlling the progress of the game, and an unused area (2000H to 2BFFH) that is an area other than the used area and stores programs and data for performing processes for conducting tests specified in the gaming machine regulations and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184).
[0067] The used area of the main ROM 300b includes a program area (0000H-0A89H) for storing programs for controlling the progress of games, an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH) for storing data other than programs. Note that the used area may not include the unused area (0A8AH-0FFFH).
[0068] The unused area of the main ROM 300b includes a program area (2000H to 27FFH) that stores programs for executing processes for conducting tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) that stores data other than these programs.
[0069] In addition to the used area and unused area, the memory area of the main ROM 300b also includes an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) in which arbitrary data such as the program title and version is stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) in which information necessary for the main CPU 300a to execute a program is stored.
[0070] The memory area of the main RAM 300c is divided into a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an unused area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processing for performing tests specified in the gaming machine regulations or processing for displaying the performance display monitor 184 is being executed.
[0071] The used area of the main RAM 300c includes a work area (F000H-F12AH) that is temporarily used when a program for controlling the progress of a game is being executed, an unused area (F12BH-F1D7H), and a stack area (F1D8H-F1FFH) that temporarily saves data while a program for controlling the progress of a game is being executed. Note that the used area may not include the unused area (F12BH-F1D7H).
[0072] The unused area of the main RAM 300c includes a work area (F210H to F21FH) that is temporarily used when programs for processing tests stipulated in gaming machine regulations and for displaying the performance display monitor 184 are being executed, and a stack area (F220H to F228H) that temporarily stores data when these programs are being executed.
[0073] In addition to the used area and unused area, the memory area of the main RAM 300c also includes an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0074] In this way, the main ROM 300b and the main RAM 300c are provided with separate areas: a used area used to control the progress of the game, and a non-used area used to execute processes for conducting tests stipulated by gaming machine regulations and for controlling the display of the performance display monitor 184.
[0075] In the main RAM 300c, a 16-byte unused area (F200H-F20FH) is provided between the used area and the unused area. This unused area (F200H-F20FH) is set as a boundary area that separates the used area and the unused area, making the boundary between the used area and the unused area clear and preventing the unused area from being used when a program for controlling the progress of a game is being executed, and preventing the used area from being used when a program for performing a test specified by the gaming machine regulations or a program for performing a display control of the performance display monitor 184 is being executed.
[0076] The unused area between the used area and the unused area only needs to be at least 1 byte, and from the viewpoint of preventing fraud, it is preferable that it be 4 bytes or more, and more preferably 16 bytes or more. Furthermore, writing and reading of data into the unused area is prohibited, but from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.
[0077] Next, the game in the gaming machine 100 will be explained together with various tables stored in the main ROM 300b.
[0078] As mentioned above, the gaming machine 100 allows two types of games, special games and normal games, to proceed in parallel, and when these two games are being played, the game proceeds in either a non-time-saving game state or a time-saving game state.
[0079] The details of each gaming state will be described later, but the non-time-shortening gaming state is a gaming state in which the movable piece 122b is less likely to be in the open state and it is more difficult for a gaming ball to enter the second starting hole 122, and the time-shortening gaming state is a gaming state in which the movable piece 122b is more likely to be in the open state than in the non-time-shortening gaming state and it is more likely for a gaming ball to enter the second starting hole 122. The initial state of the gaming machine 100 is set to the non-time-shortening gaming state.
[0080] When the player operates the operating handle 112 to launch a gaming ball into the gaming area 116, and the gaming ball flowing down the gaming area 116 enters the first starting hole 120 or the second starting hole 122, a lottery is held to determine whether or not the player will receive a gaming profit (hereinafter referred to as "big prize lottery"). If a small prize is won in this big prize lottery, the big prize opening 128 is opened and a small prize game is executed.
[0081] As will be described in more detail later, when a gaming ball enters the first start port 120 or the second start port 122, various random number values related to the big role lottery (small win determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variable pattern random number) are obtained, and these random number values are stored in a special symbol reserve memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the first start port 120 will be collectively referred to as special 1 reserve, and the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the second start port 122 will be collectively referred to as special 2 reserve.
[0082] The special symbol reservation memory area of the main RAM 300c includes a first special symbol reservation memory area and a second special symbol reservation memory area. The first special symbol reservation memory area has four memory sections (first to fourth memory sections). When a game ball enters the first starting hole 120, the special symbol 1 reservation is stored in order from the first memory section of the first special symbol reservation memory area.
[0083] For example, when a gaming ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage units of the first special chart reservation storage area, a special 1 reservation is stored in the first storage unit. Also, for example, if a gaming ball enters the first starting hole 120 in a state where a special 1 reservation is stored in the first to third storage units, a special 1 reservation is stored in the fourth storage unit.
[0084] In addition, the second special chart reserve memory area has one memory section (first memory section). When a gaming ball enters the second starting hole 122, a special 2 reserve is stored in the first memory section of the second special chart reserve memory area. For example, when a gaming ball enters the second starting hole 122, if no reserve is stored in the first memory section of the second special chart reserve memory area, a special 2 reserve is stored in the first memory section.
[0085] The number of special 1 reserves (X1) that can be stored in the first special chart reserve memory area is set to 4. Therefore, for example, when a game ball enters the first starting hole 120, if four special 1 reserves are already stored in the first special chart reserve memory area, the entry of the game ball into the first starting hole 120 will not cause a new special 1 reserve to be stored.
[0086] In addition, the number of special 2 reserves (X2) that can be stored in the second special chart reserve memory area is set to 1. Therefore, for example, when a game ball enters the second starting hole 122, if one special 2 reserve is already stored in the second special chart reserve memory area, the entry of the game ball into the second starting hole 122 will not cause a new special 2 reserve to be stored.
[0087] Fig. 7 is a diagram illustrating the small win determination random number judgment table. Fig. 7(a) shows the small win determination random number judgment table for special 1, and Fig. 7(b) shows the small win determination random number judgment table for special 2. When a gaming ball enters the first start hole 120 or the second start hole 122, one small win determination random number is obtained from the range of 0 to 65535. Then, a small win determination random number judgment table is selected according to the reserve type read out when the big win lottery is started, and the big win lottery is held using the selected small win determination random number judgment table and the obtained small win determination random number.
[0088] When starting the lottery for the special 1 reserved lottery, the special 1 small win determination random number judgment table is referenced. According to the special 1 small win determination random number judgment table, if the small win determination random number is 10001 to 10206, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the probability of a small win in this case is approximately 1 / 318.1.
[0089] When starting a big role lottery for special 2 reserve, the small win determination random number judgment table for special 2 is referenced. According to the small win determination random number judgment table for special 2, a small win is determined when the small win determination random number is 0 to 65535. Therefore, when a big role lottery is executed by special 2 reserve, a small win is always won. In addition, if a small win is won in the big role lottery, a small win game described below is executed.
[0090] FIG. 8 is a diagram illustrating a winning symbol random number determination table. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the determination result of the major role lottery is derived as a "small win," the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table. Note that the "type" of special symbol shown in FIG. 8 may be a single special symbol stop display symbol, or may be a combination including multiple types of special symbols stop display symbols that are controlled in the same way.
[0091] When a "small win" is won by special 1 reservation, the special 1 winning symbol random number determination table is selected as shown in Figure 8(a). Also, when a "small win" is won by special 2 reservation, the special 2 winning symbol random number determination table is selected as shown in Figure 8(b). Hereinafter, the special symbol determined when a small win is won in the big role lottery is called the small win symbol, and the special symbol determined when a loss is determined is called the loss symbol.
[0092] According to the special 1 winning symbol random number determination table shown in Figure 8 (a), when the value of the winning symbol random number is 0 to 99, the special symbol Z1, which is a small winning symbol, is determined. Therefore, when a small winning is won by the special 1 reservation, the special symbol Z1 is always won.
[0093] According to the special 2 winning symbol random number determination table shown in Figure 8 (b), when the value of the winning symbol random number is 0 to 79, the special symbol Z2, which is a small winning symbol, is determined, and when the value of the winning symbol random number is 80 to 99, the special symbol Z3, which is a small winning symbol, is determined. Therefore, when a small winning is won by the special 2 reservation, the probability of winning the special symbol Z2 is 80%, and the probability of winning the special symbol Z3 is 20%.
[0094] In this way, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "small win," and is not referenced when the result of the big role lottery is a "miss." Here, different small win symbols are determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table. However, the same small win symbol may be determined in both tables, or the type of special symbol (small win symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.
[0095] FIG. 9 is a diagram illustrating a reach group determination random number judgment table. A plurality of reach group determination random number judgment tables are provided, and a preset table is selected depending on the reserved type, reserved number, game status, and variable status associated with the game status. When a game ball enters the first start hole 120 or the second start hole 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, when the big role lottery result is derived, a process is performed to determine a variable performance pattern (variation mode number, variable pattern number) that notifies the big role lottery result. In this embodiment, when the big role lottery result is a "miss," in determining the variable performance pattern, the group type is first determined by the reach group determination random number and the reach group determination random number judgment table. Note that the variable status specifies which table is referenced to determine the variable performance pattern.
[0096] For example, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s (hereinafter simply referred to as the "reserved number") when the big role lottery is performed is 0, then the reach group determination random number judgment table 1 is selected, as shown in FIG. 9(a). Similarly, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s when the big role lottery is performed is 1, then the reach group determination random number judgment table 2 is selected, as shown in FIG. 9(b). If the number of reserved special 1s is 2 to 3, then the reach group determination random number judgment table 3 is selected, as shown in FIG. 9(c). Note that in FIG. 9, the group x listed in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type depending on the acquired reach group determination random number and the type of reach group determination random number judgment table referenced.
[0097] Here, we have explained the reach group determination random number judgment table that is referenced when a ``miss'' major role lottery result is derived based on special 1 reserve in a non-time-saving game state, but the main ROM 300b also stores many other reach group determination random number judgment tables.
[0098] In addition, if the result of the big role lottery is a "small win," the group type is not determined when determining the variable performance pattern. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "miss," and is not referenced when the result of the big role lottery is a "small win."
[0099] 10 is a diagram illustrating the reach mode determination random number judgment table. This reach mode determination random number judgment table is roughly divided into a reach mode determination random number judgment table at the time of loss, which is selected when the big role lottery result is a "loss," and a reach mode determination random number judgment table at the time of small win, which is selected when the big role lottery result is a "small win." Note that the reach mode determination random number judgment table at the time of loss is provided for each group type determined as described above, and the reach mode determination random number judgment table at the time of small win is provided for each reserve type.
[0100] In addition, each reach mode determination random number judgment table is also provided for each game state and type of symbol. Here, an example of a reach mode determination random number judgment table for group x when a miss is made, which is referenced in a predetermined game state and type of symbol, is shown in Figure 10(a), an example of a reach mode determination random number judgment table for special 1 when a small win is made is shown in Figure 10(b), and an example of a reach mode determination random number judgment table for special 2 when a small win is made is shown in Figure 10(c).
[0101] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is a "lose", as shown in Figure 10(a), a reach mode determination random number judgment table at the time of a miss corresponding to the group type determined by the lottery for the group type is selected, and a variation mode number is determined based on the selected reach mode determination random number judgment table at the time of a miss and the reach mode determination random number.
[0102] Furthermore, if the result of the above-mentioned big prize lottery is a "small prize," as shown in Figures 10(b) and (c), a random number judgment table for determining the reach mode at the time of a small prize corresponding to the read-out hold type is selected, and a variable mode number is determined based on the selected random number judgment table for determining the reach mode at the time of a small prize and the reach mode determination random number.
[0103] Furthermore, in each reach mode determination random number determination table, the reach mode determination random number is associated with a variation pattern random number determination table, which will be described later, along with a variation mode number; the variation pattern random number determination table is determined at the same time that the variation mode number is determined. In FIG. 10, the table x listed in the variation pattern random number determination table column indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number determination table are determined according to the acquired reach group determination random number and the type of reach mode determination random number determination table being referenced. In addition, in the embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. Hereinafter, when a hexadecimal number is indicated, "H" is added, and the notation ○○H in FIGS. 10 to 12 indicates an arbitrary value expressed in hexadecimal.
[0104] As described above, when the result of the big role lottery is a "miss," the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 9. Then, depending on the determined group type and the game state, the variation mode number and variation pattern random number judgment table are determined by the reach mode determination random number judgment table when a miss is shown in Figure 10(a) and the reach mode determination random number.
[0105] On the other hand, if the result of the big prize lottery is a "small prize," the small prize reach mode determination random number judgment table shown in Figure 10, which corresponds to the determined small prize pattern (type of special pattern), will be referenced, and the reach mode determination random number will be used to determine the fluctuation mode number and fluctuation pattern random number judgment table.
[0106] 11 is a diagram illustrating a fluctuation pattern random number determination table. Here, a fluctuation pattern random number determination table x for a predetermined table number x is shown, but in addition to this, many other fluctuation pattern random number determination tables are provided for each table number.
[0107] When a game ball enters the first starting hole 120 or the second starting hole 122, one fluctuation pattern random number is acquired from the range of 0 to 238. Then, based on the fluctuation pattern random number determination table determined at the same time as the above fluctuation mode number and the acquired fluctuation pattern random number, a fluctuation pattern number is determined as shown in the figure.
[0108] In this way, when the big role lottery is performed, a variation mode number and a variation pattern number are determined according to the big role lottery result, the determined symbol type, the game state, the number of reserved symbols, the reserved symbol type, etc. These variation mode numbers and variation pattern numbers specify the variation performance pattern, and each of them is associated with the mode and time of the variation performance.
[0109] Fig. 12 is a diagram illustrating a fluctuation time determination table. Once the fluctuation mode number is determined as described above, fluctuation time 1 is determined according to the fluctuation time 1 determination table shown in Fig. 12(a). According to this fluctuation time 1 determination table, fluctuation time 1 is associated with each fluctuation mode number, and the corresponding fluctuation time 1 is determined according to the determined fluctuation mode number.
[0110] Furthermore, as described above, once the fluctuation pattern number is determined, fluctuation time 2 is determined according to the fluctuation time 2 determination table shown in Figure 12 (b). According to this fluctuation time 2 determination table, fluctuation time 2 is associated with each fluctuation pattern number, and the corresponding fluctuation time 2 is determined according to the determined fluctuation pattern number. The total time of the fluctuation times 1 and 2 determined in this way is the time of the fluctuation performance that notifies the result of the big role lottery, that is, the fluctuation time.
[0111] When the variation mode number is determined in the above manner, a variation mode command corresponding to the determined variation mode number is sent to the sub-control board 330, and when the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is sent to the sub-control board 330. The sub-control board 330 determines mainly the first half of the variation performance based on the received variation mode command, and mainly determines the second half of the variation performance based on the received variation pattern command, details of which will be described later. Note that, hereinafter, the variation mode number and variation pattern number will be collectively referred to as variation information, and the variation mode command and variation pattern command will be collectively referred to as variation command.
[0112] 13 is a diagram illustrating the special electric accessory operation ram set table. The special electric accessory operation ram set table stores various data for controlling the small win game and the big win game, and during the small win game and the big win game, the special electric accessory operation ram set table is referenced to control the energization of the big prize opening solenoid 128c.
[0113] According to the special electric role operation RAM set table, the opening time (waiting time until the first round of play begins), the maximum number of times the special electric role operates (the number of rounds of play executed during one small win play or one big win play), the number of times the special electric role opens and closes (the number of times the large prize opening 128 opens during one round of play), the solenoid energization time (the energization time of the large prize opening solenoid 128c for each opening of the large prize opening 128, i.e., the opening time of one large prize opening 128), the specified number (the maximum number of wins that can be won into the large prize opening 128 in one round of play), the effective time for closing the large prize opening (the closing time of the large prize opening 128 between rounds of play, i.e., the interval time between rounds), and the ending time (waiting time from the end of the last round of play until normal special play resumes) are pre-stored as control data for the large role play as shown in the figure.
[0114] In the embodiment, when the special symbols Z1 to Z3, which are the small prize symbols, are determined, a small prize game consisting of one round of play is first executed. In this small prize game, the opening and closing of the large prize opening 128 is repeatedly executed. Specifically, the large prize opening 128 is controlled to open for 0.1 seconds (open 1), close for 3.0 seconds (close 1), open for 0.1 seconds (open 2), close for 1.0 seconds (close 2), open for 0.1 seconds (open 3), close for 1.0 seconds (close 3), and open for 0.1 seconds (open 4). As described above, in the embodiment, in the small prize game executed when the special symbols Z1 to Z3 are determined, the large prize opening 128 is opened a maximum of four times in the first round, but this is not limited to this. For example, the large prize opening 128 may be opened a maximum of 10 times in the first round.
[0115] Here, a specific area 140b and a non-specific area 140c are provided inside the big prize opening 128, and a gaming ball that enters the big prize opening 128 always enters either the specific area 140b or the non-specific area 140c.
[0116] Then, in the small win game, if the game ball that has entered the big winning hole 128 enters the specific area 140b, a big winning game in which the big winning hole 128 is opened is executed following the small win game.
[0117] Specifically, when a small win game is executed based on the determination of the special symbols Z1 to Z2, a round game (2R) is executed as a big win game. In this embodiment, the player can get a total of 300 prize balls in the small win game and the big win game.
[0118] In addition, if a small win game is executed based on the determination of the special symbol Z3, nine round games (2R to 10R) are executed as a big win game. In this embodiment, the player can obtain a total of 1500 prize balls in the small win game and the big win game.
[0119] Figure 14 is a diagram illustrating the opening and closing modes of the large prize opening 128 and the opening and closing modes of the specific area 140b by the movable member 142. As shown in Figure 14, in a small prize game in which the large prize opening 128 is opened, the movable member 142 opens the specific area 140b for an instant (about 0.1 seconds) at the same time as the large prize opening 128 is opened, and then maintains the specific area 140b in a closed state for a predetermined time, and then maintains the specific area 140b in an open state again.
[0120] Specifically, as shown in Figure 14, when special symbols Z1 to Z3 are determined and a small prize game is executed, the large prize opening 128 is opened a total of four times in the small prize game. Therefore, there is a possibility that a gaming ball that enters the large prize opening 128 at the same time as the first opening of the large prize opening 128 may not be able to enter the specific area 140b, but when the large prize opening 128 is opened for the second time or later, a gaming ball that enters the large prize opening 128 can reliably enter the specific area 140b. Although a detailed explanation is omitted, a structure that decelerates the gaming ball rolling on the large prize opening 128 is provided above the large prize opening 128, so that if the gaming ball is launched appropriately into the second game area 116b from the start of the small prize game, the gaming ball will always enter the specific area 140b.
[0121] In addition, if an unforeseen event occurs, such as the gaming ball getting stuck in the large prize opening 128 or the gaming ball becoming stuck in the large prize opening 128 for a long period of time for some reason, there is a possibility that the gaming ball will not enter the specific area 140b in the small prize game. Therefore, in this specification, for ease of understanding, the words "always" and "certainly" are used in explanations, but this is on the assumption that the gaming machine 100 is in an appropriate state for progressing with the game and that no unforeseen event has occurred, and does not mean a physical 100% success rate.
[0122] 15 is a diagram illustrating the game status setting table. When a type 2 jackpot is won in a small win game as described above, the game status after the big win game is set based on the type of special symbol that was won.
[0123] In this embodiment, a non-time-shortened game state and a time-shortened game state are provided as game states. The non-time-shortened game state is the initial state of the gaming machine 100, and the time-shortened game state is a state in which the second start opening 122 is easier to open and a game ball is easier to enter the second start opening 122 than in the non-time-shortened game state (sometimes referred to as an "easy-to-enter ball state" or an "easy-to-win state").
[0124] Furthermore, here, a first time-shortened game state and a second time-shortened game state are provided as time-shortened game states. The first time-shortened game state and the second time-shortened game state have different opening conditions for the second start opening 122. Thus, opening conditions for opening the second start opening 122 are set for each game state, and opening conditions that make it easier to open the second start opening 122 are set for the time-shortened game state than for the non-time-shortened game state. Here, in this embodiment, "the second start opening 122 is easy to open" means that the movable piece 122b of the second start opening 122 is easy to operate in a manner that makes it easier for a game ball to enter the second start opening 122. Specifically, as will be described later, this means that a state in which the movable piece 122b is activated due to winning the normal symbol L in the normal symbol lottery is easy to occur.
[0125] In this embodiment, the second time-shortened gaming state is more advantageous to the player than the first time-shortened gaming state. In the following description, when there is no need to distinguish between the first time-shortened gaming state and the second time-shortened gaming state, these two gaming states will be collectively referred to as the time-shortened gaming state.
[0126] Here, when the game state after the big win game is set to the time-saving game state, the time-saving end condition for ending the time-saving game state is also set. Here, the number of normal time-saving times and the number of special 2 time-saving times are set as the time-saving end condition. The time-saving end condition is at least partially different between the first time-saving game state and the second time-saving game state. That is, in this embodiment, the opening condition of the second start port 122 and the time-saving end condition are different between the first time-saving game state and the second time-saving game state.
[0127] Among the time-saving end conditions, the number of times for normal time-saving is the number of times the pattern is changed based on the normal pattern reserve (hereinafter referred to as normal pattern change), i.e., the number of times for normal play, and is set in the time-saving number cut-off counter (for normal patterns) when the time-saving play state is set. The number of times for normal time-saving is then subtracted each time a normal pattern change is executed in the time-saving play state. When the remaining number of times for normal time-saving is updated from 1 to 0, the time-saving play state ends and the state is set to the non-time-saving play state.
[0128] Among the time-saving termination conditions, the number of special 2 time-saving times is the number of times the pattern variation process based on the special 2 reservation (hereinafter referred to as the special 2 variation) is performed, and is set in the special 2 time-saving number cut-off counter when the time-saving game state is set. The number of special 2 time-saving times is then subtracted each time a special 2 variation starts in the time-saving game state. When the remaining number of special 2 time-saving times is updated from 1 to 0, the time-saving game state ends and the non-time-saving game state is set. In this embodiment, when the pattern variation process based on the special 2 reservation starts, the number of special 2 time-saving times set in the time-saving number cut-off counter (for special 2) is subtracted. Note that the number of special 2 time-saving times set in the time-saving number cut-off counter (for special 2) may be subtracted at the end of the special 2 variation, that is, when the special pattern is stopped and displayed on the second special pattern display 162.
[0129] When either one of the two time-saving ending conditions is met, the currently set time-saving game state ends and the game state is changed to a non-time-saving game state.
[0130] In addition to the above, as a time-saving termination condition, a special 1 time-saving count, which is the number of times of the pattern change process based on the special 1 reservation (hereinafter referred to as special 1 change), may be set. Also, as a time-saving termination condition, a total time-saving count, which is the total number of times of special 1 change and special 2 change, may be set.
[0131] When a type 2 jackpot is won in a small prize game that is executed after winning a small prize, the game state after the big prize game is set based on the type of small prize symbol, as shown in Figure 15. Specifically, when the special symbol Z1 or special symbol Z2 is won as the small prize symbol, the game state after the big prize game is set to the first time-saving game state, and the time-saving end conditions are set as follows: the number of normal time-saving times is 120, and the number of special 2 time-saving times is 1.
[0132] As will be described in more detail later, the first time-saving game state is a game state in which the game progresses mainly by executing normal symbol variations, and has a game feature in which the aim is to win the normal symbol L described below during 120 normal symbol lotteries. Therefore, if the normal symbol L is not won in 120 normal symbol lotteries during the first time-saving game state, the first time-saving game state ends and the game transitions to a non-time-saving game state. Furthermore, if the normal symbol L is won during the first time-saving game state, it becomes possible for the game ball to enter the second starting hole 122, and the player can acquire the right to execute a maximum of two special 2 variations.
[0133] In addition, if the special pattern Z3 is won as the small winning pattern, the game state after the big win game is set to the second time-saving game state, and the time-saving end conditions are set as follows: the number of times for normal time-saving is 100, and the number of times for special 2 time-saving is 1.
[0134] As will be described in more detail later, the second time-saving game state is a game state in which the game progresses mainly by executing normal symbol variations, and has a game feature in which the aim is to win the normal symbol L described below within 100 normal symbol drawings. Therefore, if the normal symbol L is not won in 100 normal symbol drawings in the second time-saving game state, the second time-saving game state ends and the game transitions to a non-time-saving game state. Furthermore, if the normal symbol L is won in the second time-saving game state, it becomes possible for the game ball to enter the second starting hole 122, and the player can acquire the right to execute a maximum of two special 2 variations.
[0135] Fig. 16(a) is a diagram explaining the random number judgment table for determining a normal symbol win, Fig. 16(b) is a diagram explaining the random number judgment table for determining a normal symbol for the non-time-shortened game state, Fig. 16(c) is a diagram explaining the random number judgment table for determining a normal symbol for the first time-shortened game state, and Fig. 16(d) is a diagram explaining the random number judgment table for determining a normal symbol for the second time-shortened game state. When the game ball flowing down the game area 116 passes through the gate 124, a judgment process for the type of win (hereinafter referred to as "normal symbol lottery") is performed, which is associated with whether or not to control the energization of the movable piece 122b of the second starting port 122.
[0136] As will be described in more detail later, when a gaming ball passes through gate 124, one winning determination random number and one normal map determination random number are obtained from the range of 0 to 65535, and these random numbers are stored in the normal map reserve memory area of main RAM 300c, up to a maximum of four. In other words, the normal map reserve memory area has four memory sections for saving winning determination random numbers and normal map determination random numbers. Therefore, if a gaming ball passes through gate 124 with winning determination random numbers and normal map determination random numbers stored in all four memory sections of the normal map reserve memory area, the winning determination random number and normal map determination random number will not be stored based on the passage of the gaming ball. Hereinafter, the random number value (information) stored in the normal map reserve memory area after a gaming ball passes through gate 124 will be referred to as the normal map reserve.
[0137] When starting the regular lottery, a regular lottery winning determination random number judgment table is referenced as shown in Figure 16(a). According to this regular lottery winning determination random number judgment table, if the winning determination random number is between 0 and 65534, it is judged as a regular lottery winning, and if the winning determination random number is 65535, it is judged as a regular lottery losing. Therefore, the probability of winning a regular lottery winning is approximately 1 / 1.
[0138] Then, when a normal symbol is won in the normal symbol lottery, the type of normal symbol is determined by referring to the normal symbol determination random number judgment table. A normal symbol determination random number judgment table is provided for each game state, and here, a normal symbol determination random number judgment table for a non-time-shortened game state that is referenced in a non-time-shortened game state shown in Figure 16(b), a normal symbol determination random number judgment table for a first time-shortened game state that is referenced in a first time-shortened game state shown in Figure 16(c), and a normal symbol determination random number judgment table for a second time-shortened game state that is referenced in a second time-shortened game state shown in Figure 16(d) are provided.
[0139] When a normal winning symbol is determined in the normal drawing in the non-time-saving game state, the table shown in Figure 16(b) is referenced. Similarly, when a normal winning symbol is determined in the normal drawing in the first time-saving game state or the second time-saving game state, the tables shown in Figure 16(c) and (d) are referenced, respectively. Here, normal symbols L and S are provided as types of normal symbols.
[0140] Both the normal symbol L and the normal symbol S are normal winning symbols, and when these normal symbols are stopped and displayed on the normal symbol display 168, an auxiliary game is executed and the second start hole 122 is controlled to open. However, as will be described in detail later, when the normal symbol L is won in the time-saving game state, the second start hole 122 is opened in the auxiliary game in a manner that allows a game ball to enter, whereas when the normal symbol S is won, the second start hole 122 is opened in the auxiliary game in a manner that prevents a game ball from entering. In other words, the normal symbol S is substantially equal to a normal losing symbol that prevents a game ball from entering the second start hole 122. In other words, the normal symbol L is a long-opening symbol that opens the second start hole 122 for a long time in the time-saving game state, and the normal symbol S can be said to be a short-opening symbol that opens the second start hole 122 for only a short time.
[0141] As shown in Figure 16 (b), according to the normal symbol determination random number judgment table for non-time-saving game state, when the value of the normal symbol determination random number is 0, the normal symbol L is determined as the type of normal symbol, and when the normal symbol determination random number is any other value, the normal symbol S is determined as the type of normal symbol. Therefore, in the non-time-saving game state, the probability of winning the normal symbol L, i.e., the long opening symbol, is almost 0%.
[0142] 16(c), according to the normal symbol determination random number judgment table for the first time-saving game state, when the value of the normal symbol determination random number is 0 to 661, the normal symbol L is determined as the type of normal symbol, and when the normal symbol determination random number is any other value, the normal symbol S is determined as the type of normal symbol. Therefore, in the first time-saving game state, the probability of winning the normal symbol L, i.e., the long opening symbol, is about 1 / 99.
[0143] 16(d), according to the normal symbol determination random number judgment table for the second time-saving game state, when the value of the normal symbol determination random number is 0 to 65534, the normal symbol L is determined as the type of normal symbol, and when the normal symbol determination random number is any other value, the normal symbol S is determined as the type of normal symbol. Therefore, in the second time-saving game state, the probability of winning the normal symbol L, i.e., the long opening symbol, is approximately 1 / 1.
[0144] Here, the probability of winning the normal pattern L differs between the normal pattern determination random number judgment table for the first time-shortened play state and the normal pattern determination random number judgment table for the second time-shortened play state. This is because, as the "type" of the normal pattern, some of the stopped display patterns of the multiple normal patterns that make up the normal pattern L in the first time-shortened play state are defined to be treated as the "type" of normal pattern S in the second time-shortened play state, thereby changing the probability of winning the normal pattern L.
[0145] In addition, if the normal symbol lottery determines that the symbol is a miss, the type of normal symbol will be determined to be a miss normal symbol, regardless of the game status.
[0146] FIG. 17(a) is a diagram explaining the normal symbol fluctuation time data table, and FIG. 17(b) is a diagram explaining the opening / closing control pattern table. As described above, when a normal symbol lottery is held, the normal symbol fluctuation time is determined. The normal symbol fluctuation time data table is referenced when determining the normal symbol fluctuation time when a normal symbol winning symbol or a normal symbol losing symbol is determined by the normal symbol lottery. According to this normal symbol fluctuation time data table, if the type of the winning normal symbol is normal symbol L, the fluctuation time is determined to be 10 seconds, and if the type of the winning normal symbol is normal symbol S or a normal symbol losing symbol, the fluctuation time is determined to be 1 second.
[0147] The normal symbol fluctuation time described above is merely an example. For example, similar to the special symbol fluctuation time, multiple fluctuation patterns with different fluctuation times may be provided, and the fluctuation pattern may be determined by lottery using a normal symbol fluctuation pattern table for the normal symbol lottery, obtained from a normal symbol fluctuation pattern random number used in the normal symbol lottery. A table for determining the normal symbol fluctuation time may also be provided for each game state. In this case, for example, a normal symbol fluctuation time data table provided for the non-time-saving game state may select a fluctuation of 5 to 10 seconds regardless of whether the normal symbol is a win or a win, or the type of normal symbol. Once the fluctuation time is determined, the normal symbol display 168 will fluctuate (blink) for the determined time, and after the fluctuation time has elapsed, the normal symbol display 168 will display the winning normal symbol.
[0148] Then, when the winning normal symbol is determined by the normal symbol lottery and the normal symbols L and S are displayed on the normal symbol display 168, an auxiliary game is executed. In the auxiliary game, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to an opening / closing control pattern table, as shown in Figure 17(b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when energization of the normal electric accessory solenoid 122c begins, but here, for convenience of explanation, control data corresponding to each game state is shown in one table.
[0149] According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 begins to open), the maximum number of times the normal electric role device is switched on and off (number of times the second start port 122 is opened), the solenoid power supply time (power supply time of the normal electric role device solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of the second start port 122 once), the specified number (the maximum number of winning entries into the second start port 122 while the second start port 122 is fully open), the normal power closing effective time (the closing time between each opening of the second start port 122, i.e., the pause time), the normal power effective state time (waiting time from the end of the last opening of the second start port 122), and the normal power end waiting time (waiting time until the variable display of the normal pattern described below is resumed after the normal power effective state time has elapsed) are pre-stored as control data for the second start port 122 for each type of normal pattern, as shown in the figure.
[0150] As is clear from FIG. 17(b), when a normal symbol S is selected, or when a normal symbol L is selected in the non-time-saving game mode, the second start hole 122 is opened only once every 0.01 seconds. In this case, it is almost impossible for a game ball to enter the second start hole 122. In contrast, when a normal symbol L is selected in the time-saving game mode, the second start hole 122 is opened twice every 2.9 seconds. In this case, if the player properly launches the game balls, two game balls can be reliably placed in the second start hole 122 during one auxiliary game. Note that the specified number is set to two, and when two game balls enter the second start hole 122 during the auxiliary game, the auxiliary game ends. However, the specified number is not limited to two, and may be any predetermined number equal to or greater than two.
[0151] In this way, the probability of winning the normal winning symbol and the normal symbol variation time are associated with each game state as game progress conditions, and in the time-saving game state, normal symbol variation is more likely to be executed than in the non-time-saving game state. In other words, in the time-saving game state, normal symbol lotteries are held one after another as long as the game ball passes through gate 124.
[0152] For example, a normal ball operation port may be provided downstream of the second game area 116b, separate from the gate 124, and when a game ball enters the normal ball operation port, a normal ball reservation may be acquired in the same way as when a game ball passes through the gate 124. In this case, if one game ball is paid out as a prize ball when a game ball enters the normal ball operation port, the player can reduce the consumption of game balls during the time-saving game state.
[0153] 18 is a diagram illustrating the game characteristics according to the embodiment. The following mainly describes the case where the player appropriately launches the game ball and the game progresses in accordance with the original game characteristics, i.e., the case where the game continues normally, and a description of the case where an irregular situation occurs will be omitted. The case where the game continues normally refers to the case where the player plays in accordance with the original game characteristics and where no irregular situation such as various errors or game stoppages occurs.
[0154] The initial state of the gaming machine 100 is the non-time-saving game state, and the player starts playing in the non-time-saving game state, as shown in (1) of FIG. 18. In the non-time-saving game state, since winning the normal symbol L is rare, the player performs a so-called left shot, which launches the game ball toward the first game area 116a, causing the game ball to enter the first starting hole 120. In other words, in the non-time-saving game state, the main variable is the special 1 variable, and the main reserve that the player should acquire (hereinafter referred to as the target reserve) is set to the special 1 reserve. Therefore, in the non-time-saving game state, the player plays in the hope of winning a small prize using the special 1 reserve. Note that in the non-time-saving game state, the probability of winning a small prize based on the special 1 reserve is set to approximately 1 / 318.1.
[0155] In the non-time-saving game state, when a small win is won by the special 1 reservation, the special symbol Z1 is determined as the small win symbol, and a small win game based on the special symbol Z1 is executed. In this small win game, since the game ball can enter the specific area 140b, a big win game is executed following the small win game. At this time, in the embodiment, the player can obtain a total of 300 prize balls in the small win game and the big win game. Then, after the big win game ends, the game state is set to the first time-saving game state, as shown in (2) of FIG. 18.
[0156] In the first time-saving gaming state shown in (2) of Fig. 18, a normal map lottery (normal map variation) is frequently executed by passing a gaming ball through the gate 124. Since the gate 124 is provided in the second gaming area 116b, the player performs a so-called right hit, which causes the gaming ball to flow down into the second gaming area 116b, and passes the gaming ball through the gate 124. In other words, in the first time-saving gaming state, the target reserve is set to normal map reserve and the target variation is set to normal map variation.
[0157] In the first time-saving game state, the condition for ending the time-saving is set to 120 times for the normal time-saving. Also, the probability of winning the normal symbol L is set to approximately 1 / 99. Therefore, in the first time-saving game state, the player plays with the aim of winning the normal symbol L before the 120 normal symbol lottery draws are completed.
[0158] In the first time-saving game state, if the normal symbol L is not won in 120 normal symbol drawings, the time-saving end condition (number of normal symbol time-saving draws) is met, and the first time-saving game state ends and the game transitions to a non-time-saving game state. In other words, if the normal symbol L is not won in 120 normal symbol drawings in the first time-saving game state, the game will end in a so-called time-saving game state, and the game will transition to a non-time-saving game state as shown in (1) of Figure 18.
[0159] On the other hand, if a normal symbol L is hit during the first time-saving game mode, the auxiliary game is executed, and the second start port 122 is opened twice for 2.9 seconds. Because the second start port 122 is located in the second game area 116b, if the player continues to play right during the auxiliary game, two special 2 reserves (rights to special 2 variations) are acquired. In other words, since the special game and the normal game are executed simultaneously, when a special 2 reserve is acquired, a special 2 variation is immediately initiated, except in the case where a special 1 variation is being performed as an irregular state. In this case, the first memory section of the second special symbol reserve memory area becomes empty, and one more special 2 reserve can be stored. As a result, when the second start port 122 is long-opened during the auxiliary game, if the game ball is properly launched, the player can acquire two rights to a special 2 variation.
[0160] In this embodiment, when a special 2 variation is executed, a small prize is always won and a small prize game is executed. In this small prize game, if the game ball is properly launched, the game ball enters the specific area 140b and a type 2 big prize is won. Therefore, in the first time-saving game state, if two rights to the special 2 variation are acquired, a small prize game and a big prize game are executed twice, and the player can acquire a total of 600 balls (300 balls x 2 times), 1800 balls (300 balls x 1 time + 1500 balls x 1 time), or 3000 balls (1500 balls x 2 times) as prize balls.
[0161] The special 2 digestion zone shown in (3) of Figure 18 is a state to which the state transitions when one or more game balls enter the second starting hole 122 during the auxiliary game that is executed when the normal symbol L is won. The special 2 digestion zone includes the case where the state is set to a non-time-saving game state, the case where the state is set to a time-saving game state, and the case where a small win game or a big role game is being executed.
[0162] In addition, when a normal symbol L is won in the first time-saving game state, it is possible that the game will not be played properly and no game balls will enter the second starting hole 122. In this case, at the start of the normal symbol change, the number of special 2s, which is the time-saving end condition, is updated from 1 to 0, and the game state has transitioned to a non-time-saving game state, so it is treated as a so-called puncture, and the game state thereafter will be set to a non-time-saving game state.
[0163] Then, when all the rights to the special 2 variation acquired during the long opening of the second starting port 122 are consumed and the two big role games are completed, the game state after the big role game is set based on the special 2 variation acquired last out of the two rights to the special 2 variation acquired during the auxiliary game.
[0164] Specifically, the game state after the big role game is set based on the type of small winning symbol won in the second special 2 variation. Therefore, if the small winning symbol won in the second special 2 variation is the special symbol Z2, the game state after the big role game is set to the first time-saving game state shown in (2) of Figure 18, and if the small winning symbol won in the second special 2 variation is the special symbol Z3, the game state after the big role game is set to the second time-saving game state shown in (3) of Figure 18.
[0165] At this time, the type of small winning symbol won in the first special 2 variation does not affect the game state set after the second big role play. In other words, even if the special symbol Z2 or Z3 is won in the first special 2 variation, the game state will be set based only on the type of small winning symbol won in the second special 2 variation.
[0166] In addition, in the case of an irregular situation where the right to a special 2 variation is acquired only once during the auxiliary game, the game state after the big role game will be set based on the type of small prize symbol won in this one special 2 variation. That is, if the winning small prize symbol is the special symbol Z2, the game state after the big role game will be set to the first time-saving game state shown in (2) of Figure 18. On the other hand, if the winning small prize symbol is the special symbol Z3, the game state after the big role game will be set to the second time-saving game state shown in (3) of Figure 18.
[0167] In the second time-saving gaming state shown in (3) of Fig. 18, a normal map lottery (normal map variation) is frequently executed by passing a gaming ball through the gate 124. Since the gate 124 is provided in the second gaming area 116b, the player performs a so-called right hit, which causes the gaming ball to flow down into the second gaming area 116b, and passes the gaming ball through the gate 124. In other words, in the second time-saving gaming state, the target reserve is set to normal map reserve and the target variation is set to normal map variation.
[0168] In the second time-saving game state, the condition for ending the time-saving game is set to 100 times the number of normal time-saving times. Also, the probability of winning the normal symbol L is set to approximately 1 / 1. Therefore, in the second time-saving game state, the player will always win the normal symbol L.
[0169] Then, when the normal symbol L is won in the second time-saving game state, the auxiliary game is executed, and the second start hole 122 is opened 2.9 seconds × 2 times. At this time, if the player continues to hit the right during the auxiliary game, two special 2 reserves (rights to change special 2) are acquired.
[0170] And, when the special 2 variation is executed, the small win is always won, and the process shifts to (3) of FIG. 18 again, and the small win game is executed.
[0171] Then, in the second time-saving game state, all rights to the special 2 variation acquired during the long opening of the second starting port 122 are consumed, and when the two major role games are completed, the game state after the major role game is set based on the last special 2 variation acquired of the two rights to the special 2 variation acquired during the auxiliary game. In other words, as long as the type of small prize symbol won in the last special 2 variation acquired of the two rights to the special 2 variation remains the special symbol Z3, the game will loop between the special 2 consumption zone of FIG. 18 (3) and the second time-saving game state of FIG. 18 (4). In other words, if a normal symbol L is won in the first time-saving game state or the second time-saving game state, there is a 20% probability of looping between the special 2 consumption zone of FIG. 18 (3) and the second time-saving game state of FIG. 18 (4).
[0172] As described above, in this embodiment, the game states are provided with a non-time-shortened game state, a first time-shortened game state in which a game ball is more likely to enter the second starting hole 122 provided in the game area 116 than in the non-time-shortened game state, and a second time-shortened game state. The first time-shortened game state has different game progress conditions from the second time-shortened game state, and the second time-shortened game state is a game state that is more advantageous to the player than the first time-shortened game state.
[0173] In this embodiment, the above-mentioned gameplay is realized by setting the time-saving end conditions, i.e., the number of times set in each time-saving number-off counter, and the order of processing in the main control board 300. Below, we will explain the main processing of the main control board 300 in the gaming machine 100 to realize the above-mentioned gameplay.
[0174] 19 is a diagram illustrating the gaming machine status flag. In the main control board 300, the gaming machine status flag is used to manage whether or not a game can be played. One of six flag values from 00H to 05H is set to the gaming machine status flag. A flag value of 00H indicates a playable state, and when the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is other than 00H, the game is stopped.
[0175] A flag value of 01H for the gaming machine status flag indicates a setting change state, and when the gaming machine status flag is 01H, it is possible to change the registered setting value. A flag value of 02H for the gaming machine status flag indicates a setting confirmation state, and when the gaming machine status flag is 02H, the registered setting value can be confirmed by displaying it on the performance display monitor 184, for example. A flag value of 03H for the gaming machine status flag indicates an abnormal setting state, and when the gaming machine status flag is 03H, the registered setting value is considered abnormal and game play is stopped. A flag value of 04H for the gaming machine status flag indicates a RAM abnormal state, and when the gaming machine status flag is 04H, game play is stopped. A flag value of 05H for the gaming machine status flag indicates a checksum abnormal state, and when the gaming machine status flag is 05H, game play is stopped. When the power is turned on, the gaming machine status flag is set to one of the flag values, and processing according to the gaming machine status flag is performed.
[0176] (CPU initialization process of main control board 300) FIG. 20 is a first flowchart illustrating the CPU initialization process in main control board 300, and FIG. 21 is a second flowchart illustrating the CPU initialization process in main control board 300.
[0177] 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).
[0178] (Step S100-1) When the power is turned on, the main CPU 300a reads a boot program from the main ROM 300b as an initial setting process, and also performs setting processes required to execute various processes.
[0179] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.
[0180] (Step S100-5) The main CPU 300a determines whether a power-off warning signal has been detected. The main control board 300 is provided with a power-off detection circuit, which outputs a power-off warning signal when the power supply voltage drops below a predetermined value. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.
[0181] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. 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.
[0182] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.
[0183] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine status flag before the power is turned off into the D register.
[0184] (Step S100-13) The main CPU 300a calculates the checksum and determines whether the calculated checksum matches the checksum saved at the time of power-off (is normal) and whether the backup flag is normal. If the main CPU 300a determines that the backup flag and checksum are normal, it proceeds to step S100-15. If it determines that either or both of them are abnormal, it proceeds to step S100-25.
[0185] (Step S100-15) The main CPU 300a sets an address that does not include a setting value or a gaming machine status flag as the first address to be cleared in the main RAM 300c.
[0186] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal has been input from the RAM clear switch 182s (whether the RAM clear button has been pressed). If it is determined that a RAM clear operation signal has been input, the main CPU 300a proceeds to step S100-31, and if it is determined that a RAM clear operation signal has not been input, the main CPU 300a proceeds to step S100-19.
[0187] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine status flag loaded in step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. If it is determined that all three conditions are met, the process proceeds to step S100-21. If it is determined that any one of the three conditions is not met, the process proceeds to step S100-23.
[0188] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (setting confirmation status). That is, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s on, and the RAM clear button not pressed, the setting confirmation status is entered.
[0189] (Step S100-23) The main CPU 300a executes initialization processing to clear the areas of the main RAM 300c that are to be cleared when the power is restored, which are areas after the start address set in step S100-15, and then proceeds to step S100-49.
[0190] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0191] (Step S100-27) The main CPU 300a performs an outside area read / write check process that checks and clears the read / write memory in the unused area.
[0192] (Step S100-29) The main CPU 300a sets an address including the set value and the gaming machine status flag as the first address to be cleared in the main RAM 300c.
[0193] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.
[0194] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in step S100-31 is normal. If it is determined to be normal, the process proceeds to step S100-37. If it is determined to be abnormal, the process proceeds to step S100-35.
[0195] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and moves the process to step S100-45.
[0196] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. If it is determined that 02H is set, the process proceeds to step S100-39. If it is determined that 02H is not set, the process proceeds to step S100-41.
[0197] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.
[0198] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. If it is determined that the setting change conditions are met, the process proceeds to step S100-43. If it is determined that the setting change conditions are not met, the process proceeds to step S100-45. Note that the setting change conditions here include at least the following: 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.
[0199] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.
[0200] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.
[0201] (Step S100-47) The main CPU 300a executes initialization processing to clear the items in the main RAM 300c that are to be cleared when the RAM is cleared, and then proceeds to step S100-49.
[0202] (Step S100-49) The main CPU 300a performs a transmission process (storing the RAM clear command in a transmission buffer) of a dispensing command (RAM clear command) to notify the dispensing control board 310 that the main RAM 300c has been cleared.
[0203] (Step S100-51) The main CPU 300a loads the gaming machine status flag.
[0204] (Step S100-53) The main CPU 300a determines whether the gaming machine status flag loaded in step S100-51 is 00H (playable state). If it is determined that the flag is 00H, the process proceeds to step S110. If it is determined that the flag is not 00H, the process proceeds to step S100-55.
[0205] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.
[0206] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .
[0207] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0208] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0209] (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 used to determine the initial value and the end value of the winning symbol random number. In other words, when the winning symbol random number goes through one cycle 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 will be updated to the initial value update random number for the winning symbol random number at that time.
[0210] (Step S100-63) The main CPU 300a analyzes the received data (main command) received from the dispensing control board 310, and executes various processes according to the received data.
[0211] (Step S100-65) The main CPU 300 a performs processing to transmit the sub-commands stored in the transmission buffer to the sub-control board 330 .
[0212] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.
[0213] (Step S100-69) The main CPU 300a updates the reach group determination random number, reach mode determination random number, and variation pattern random number, and thereafter repeats the process from step S100-59. Note that, hereinafter, the reach group determination random number, reach mode determination random number, and variation pattern random number for determining the variation presentation pattern are collectively referred to as variation presentation random numbers.
[0214] FIG. 22 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300.
[0215] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.
[0216] (Step S110-3) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .
[0217] (Step S110-5) The main CPU 300a performs a model command setting process to set a model command indicating model information of the gaming machine 100 in a transmission buffer.
[0218] (Step S110-7) The main CPU 300a performs a setting value designation command setting process for setting a setting value designation command indicating a registered setting value in a transmission buffer.
[0219] (Step S110-9) The main CPU 300a performs a special chart 1 reservation designation command setting process that sets a special chart 1 reservation designation command indicating the special chart 1 reservation number in the transmission buffer.
[0220] (Step S110-11) The main CPU 300a performs a special 2 reserve designation command setting process to set a special 2 reserve designation command indicating the special 2 reserve number in the transmission buffer.
[0221] (Step S110-13) The main CPU 300a performs a count command setting process for setting a count command indicating the remaining number of times in the time-shortened gaming state in a transmission buffer.
[0222] (Step S110-15) The main CPU 300a performs a fluctuation pattern selection state designation command setting process for setting a fluctuation pattern selection state designation command indicating a fluctuation pattern selection state in a transmission buffer.
[0223] (Step S110-17) The main CPU 300a performs a special game phase designation command setting process to set a special game phase designation command indicating a special game management phase in a transmission buffer. The special game management phase will be described later.
[0224] (Step S110-19) The main CPU 300a determines whether the special game management phase is in a special symbol change waiting state. If it is determined that the special symbol change waiting state is in effect, the main CPU 300a proceeds to step S110-21, and if it is determined that the special symbol change waiting state is not in effect, the sub-command group set process is terminated.
[0225] (Step S110-21) The main CPU 300a sets the customer waiting designation command in the transmission buffer, and ends the sub-command group setting process.
[0226] Next, a description will be given of interrupt processing in the main control board 300. Here, a description will be given of power-off save processing (XINT interrupt processing) and timer interrupt processing.
[0227] (Main control board 300 power off evacuation process (XINT interrupt process)) 23 is a flowchart explaining the power-off save processing (XINT interrupt processing) in the main control board 300. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts the CPU initialization processing and executes the power-off save processing.
[0228] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.
[0229] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0230] (Step S300-5) The main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.
[0231] (Step S300-7) The main CPU 300a restores the register.
[0232] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.
[0233] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0234] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.
[0235] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.
[0236] (Step S300-17) The main CPU 300a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.
[0237] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0238] (Step S300-21) The main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-17. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-23.
[0239] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.
[0240] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is 0. 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 CPU initialization process (step S100) described above.
[0241] In addition, if a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are being looped.
[0242] (Timer interrupt processing of main control board 300) 24 is a flowchart explaining the timer interrupt processing in the main control board 300. The main control board 300 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (4 milliseconds in this embodiment, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs in the CPU initialization processing (step S100), and the following timer interrupt processing is executed.
[0243] (Step S400-1) The main CPU 300a saves the registers.
[0244] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.
[0245] (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 that controls the lighting of the first special pattern display 160, the second special pattern display 162, the first special pattern reserve display 164, the second special pattern reserve display 166, the normal pattern display 168, the normal pattern reserve display 170, the right hit notification display 172, and the performance display monitor 184.
[0246] (Step S400-7) The main CPU 300a reads various types of input port information and executes port input processing to accurately obtain the latest switch status.
[0247] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.
[0248] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it is determined that the flag value is 00H, the process proceeds to step S400-15. If it is determined that the flag value is not 00H, the process proceeds to step S400-13.
[0249] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is equal to or greater than 03H (abnormal setting state). If it is determined that the flag value is equal to or greater than 03H, the process proceeds to step S400-27. If it is determined that the flag value is not equal to or greater than 03H, the process proceeds to step S450.
[0250] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.
[0251] (Step S400-15) The main CPU 300a performs a timer update process to update various timer counters. Here, unless otherwise specified, the timer counters are decremented each time the main control board 300 executes a timer interrupt process, and the decrement stops when the counter reaches 0.
[0252] (Step S400-17) The main CPU 300a executes the update process of the initial value update random number for the winning symbol random number, similar to the above step S100-61.
[0253] (Step S400-19) The main CPU 300a performs a process to update the winning symbol random number. Specifically, the random number counter is updated by adding 1, and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0, and if the random number counter has completed one 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.
[0254] Although a detailed explanation will be omitted, in this embodiment, the small win determination random number and the win determination random number use hardware random numbers updated by a hardware random number generator built into the main control board 300. The hardware random number generator updates both the small win determination random number and the win determination random number according to a set rule, automatically changing the random number sequence every time the random number sequence completes one cycle, and changing the start value every time the system is reset.
[0255] (Step S500) The main CPU 300a executes a switch management process to determine whether or not a signal has been input from the first start hole detection switch 120s, the second start hole detection switch 122s, the gate detection switch 124s, the special prize hole detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management process will be described later.
[0256] (Step S600) The main CPU 300a executes a special game management process for controlling the progress of the special game, which will be described in detail later.
[0257] (Step S700) The main CPU 300a executes a normal game management process for controlling the progress of the normal game. Details of this normal game management process will be described later.
[0258] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results.
[0259] (Step S400-23) The main CPU 300a checks the general prize opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, and the large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.
[0260] (Step S400-25) The main CPU 300a executes a payout control management process to create and send a payout command based on the counter value of the counter for controlling the winning balls set in step S400-23.
[0261] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information to be output from the game information output terminal board 312 to the outside.
[0262] (Step S400-29) The main CPU 300a executes an LED display setting process that sets display data for controlling the lighting of various indicators (LEDs), such as the first special pattern indicator 160, the second special pattern indicator 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern indicator 168, the normal pattern reserved indicator 170, and the right-hit notification indicator 172, in an output buffer corresponding to each common.
[0263] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process for synthesizing the solenoid output images of the normal electric accessory solenoid 122c, the big winning opening solenoid 128c, and the movable member driving solenoid 142c, and storing the synthesized images in an output port buffer.
[0264] (Step S400-33) The main CPU 300a executes a port output process for outputting the values of the common output buffers stored in the respective output port buffers to the output ports.
[0265] (Step S400-35) The main CPU 300a performs processing to disable interrupts.
[0266] (Step S400-37) The main CPU 300a uses the unused area of the main RAM 300c to perform processing for calculating a base ratio to be displayed on the performance display monitor 184, and executes a performance display monitor control processing for setting common data for displaying the calculated base ratio on the performance display monitor 184 in a common output buffer. In the performance display monitor control processing, the base ratio is calculated for each predetermined period. Here, the performance display monitor 184 may alternate between displaying the base ratio for the current period and the base ratio for the previous period at predetermined time intervals. Furthermore, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation.
[0267] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.
[0268] FIG. 25 is a flowchart illustrating the setting-related processing (S450) described above.
[0269] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (setting change status). If it is determined that the flag value is 01H, the process proceeds to step S450-3. If it is determined that the flag value is not 01H, the process proceeds to step S450-15.
[0270] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a predetermined processing area.
[0271] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s has been pressed (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 182s has been pressed, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s has not been pressed, the process proceeds to step S450-9.
[0272] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.
[0273] (Step S450-9) Main CPU 300a determines whether the setting value of the processing region is in the range of 1 to 6. As a result, if it is determined that the setting value is in the range of 1 to 6, it proceeds to step S450-13, and if it is determined that the setting value is not in the range of 1 to 6, it proceeds to step S450-11.
[0274] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.
[0275] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.
[0276] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is on. If it is determined that the setting change switch 180s is on, the setting-related processing ends, but if it is determined that the setting change switch 180s is not on, the processing proceeds to step S450-17.
[0277] (Step S450-17) The main CPU 300a sets a setting-related end designation command indicating the end of the setting-related processing in the transmission buffer.
[0278] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 22. That is, when the setting-related process is executed, at the end of the process, the model command, the setting value designation command, the special chart 1 hold designation command, the special chart 2 hold designation command, the number of times command, the variable pattern selection state designation command, the special chart phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.
[0279] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.
[0280] As described above, according to the embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (FIG. 20). After that, the timer interrupt process is executed, but because the gaming machine status flag is set to 01H (setting change status), all processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 24) are stopped, and setting-related processes are executed.
[0281] The setting-related process is repeatedly executed while the setting change switch 180s is on, and during this setting-related process, pressing the RAM clear button is accepted as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that accepts the setting change operation, the registered setting value stored in the setting value buffer is switched to one of multiple stages of setting values in accordance with the setting change operation.
[0282] Then, when the setting change switch 180s is switched off while the gaming machine status flag is set to 01H (setting change status), the setting change process ends and the gaming machine status flag is set to 00H (playable status). This allows the process related to the progress of the game to be executed from the next timer interrupt process.
[0283] Here, in the setting-related processing, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation of the registered setting value has finished, the sub-command group set processing transmits a setting value designation command corresponding to the registered setting value to the sub-control board 330. On the other hand, while the setting change operation is being accepted, the setting value designation command is not transmitted to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not transmitted, and when the acceptance of the setting change operation has finished and the state has shifted to one in which game progress can be made, the risk of the registered setting value being obtained fraudulently can be reduced.
[0284] In addition, in the embodiment, a plurality of flag values including at least 01H (setting change state) are switched. Then, when the gaming machine state flag is set to 01H (setting change state), setting-related processing becomes executable, and progress of the game is stopped. In this way, since setting-related processing is not executed while the game is in progress, setting value designation commands are not sent while the game is in progress, and the risk of registered setting values being obtained fraudulently is reduced.
[0285] Next, among the above-mentioned timer interrupt processing, the switch management processing in step S500, the special game management processing in step S600, and the normal game management processing in step S700 will be described in detail.
[0286] FIG. 26 is a flowchart illustrating the switch management process (step S500) in the main control board 300.
[0287] (Step S500-1) The main CPU 300a determines whether the gate detection switch is on, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned on. As a result, if it is determined that the gate detection switch is on, the process proceeds to step S510, and if it is determined that the gate detection switch is not on, the process proceeds to step S500-3.
[0288] (Step S510) The main CPU 300a executes gate passing processing based on the passage of the gaming ball through the gate 124. Details of this gate passing processing will be described later.
[0289] (Step S500-3) The main CPU 300a determines whether the first start hole detection switch is on, that is, whether a game ball has entered the first start hole 120 and a detection signal has been input from the first start hole detection switch 120s. If it is determined that the first start hole detection switch is on, the process proceeds to step S520, and if it is determined that the first start hole detection switch is not on, the process proceeds to step S500-5.
[0290] (Step S520) The main CPU 300a executes first start hole passage processing based on the entry of the gaming ball into the first start hole 120. Details of this first start hole passage processing will be described later.
[0291] (Step S500-5) The main CPU 300a determines whether the second start hole detection switch is on, that is, whether a game ball has entered the second start hole 122 and a detection signal has been input from the second start hole detection switch 122s. If it is determined that the second start hole detection switch is on, the process proceeds to step S530, and if it is determined that the second start hole detection switch is not on, the process proceeds to step S500-7.
[0292] (Step S530) The main CPU 300a executes second start opening passage processing based on the entry of the gaming ball into the second start opening 122. Details of this second start opening passage processing will be described later.
[0293] (Step S500-7) The main CPU 300a determines whether the special prize opening detection switch is on, that is, whether a gaming ball has entered the special prize opening 128 and a detection signal has been input from the special prize opening detection switch 128s. If it is determined that the special prize opening detection switch is on, the process proceeds to step S500-9, and if it is determined that the special prize opening detection switch is not on, the process proceeds to step S500-11.
[0294] (Step S500-9) The main CPU 300a determines whether a big win game or a small win game is currently in progress, and determines whether the game ball entered the big win port 128 properly. If it is determined that a big win game or a small win game is not in progress, a predetermined fraud detection process is executed, and if it is determined that a big win game or a small win game is in progress and the game ball entered the big win port 128 properly, the main CPU 300a increments the big win port winning ball number counter by 1, and sets a big win port winning designation command in the transmission buffer.
[0295] (Step S500-11) The main CPU 300a determines whether the specific area detection switch is on, that is, whether the gaming ball has entered the specific area 140b and a detection signal has been input from the specific area detection switch 140s. If it is determined that the specific area detection switch is on, the process proceeds to step S540, and if it is determined that the specific area detection switch is not on, the process proceeds to step S500-13.
[0296] (Step S540) The main CPU 300a executes a specific area passing process based on the entry of the gaming ball into the specific area 140b, and ends the switch management process. The specific area passing process will be described in detail later.
[0297] (Step S500-13) The main CPU 300a determines whether the general winning opening detection switch is on, that is, whether a gaming 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 the general winning opening detection switch is on, the process proceeds to step S500-15, and if it is determined that the general winning opening detection switch is not on, the process proceeds to step S500-17.
[0298] (Step S500-15) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.
[0299] (Step S500-17) The main CPU 300a determines whether the out ball detection switch is on, i.e., whether a detection signal has been input from the out ball detection switch 130s. If it is determined that the out ball detection switch is on, the process proceeds to step S500-19, and if it is determined that the out ball detection switch is not on, the switch management process is terminated.
[0300] (Step S500-19) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.
[0301] FIG. 27 is a flowchart illustrating the gate passage process (step S510) in the main control board 300.
[0302] (Step S510-1) The main CPU 300a loads the winning determination random numbers and the ordinary determination random numbers updated by the hardware random number generator.
[0303] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal symbol reserved ball counter is equal to or greater than 4. As a result, if it is determined that the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is determined that the normal symbol reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.
[0304] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0305] (Step S510-7) The main CPU 300a determines which of the four storage sections in the general map reserve storage area is the target storage section in which to save the acquired winning determination random number and general map determination random number.
[0306] (Step S510-9) The main CPU 300a saves the winning determination random number and the ordinary determination random number obtained in the above step S510-1 in the target memory calculated in the above step S510-7.
[0307] (Step S510-11) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer, and terminates the gate passing process.
[0308] FIG. 28 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300.
[0309] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is used to identify whether the reserved type is special 1 reserved or special 2 reserved, and the special symbol identification value (00H) indicates special 1 reserved, and the special symbol identification value (01H) indicates special 2 reserved.
[0310] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.
[0311] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and ends the first start gate passing process. Note that this special symbol random number acquisition process is executed using a module common to the second start gate passing process (step S530). Therefore, the details of the special symbol random number acquisition process will be explained after the explanation of the second start gate passing process.
[0312] FIG. 29 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300.
[0313] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0314] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.
[0315] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.
[0316] (Step S530-5) The main CPU 300a loads the normal game management phase. Note that, as will be described in detail later, the normal game management phase indicates the stage of the execution process of the normal game, i.e., the progress status of the normal game, and is updated according to the stage of the execution process of the normal game.
[0317] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is "04H." The normal game management phase "04H" indicates that the normal electric device prize opening control process is in progress. In this normal electric device prize opening control process, the normal electric device solenoid 122c is energized and the movable piece 122b is controlled to the open state, so here, it is determined whether the second start opening 122 is in a state in which it can be properly opened. If it is determined that the normal game management phase is not "04H," the second start opening passage process is terminated. If it is determined that the normal game management phase is "04H," the process proceeds to step S530-9.
[0318] (Step S530-9) The main CPU 300a updates the counter value of the normal electric device winning ball number counter to a value obtained by adding "1" to the current counter value, and ends the second start port passage process.
[0319] 30 is a flowchart explaining the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is executed using a common module in the first start port passing process (step S520) and the second start port passing process (step S530) described above.
[0320] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0321] (Step S535-3) The main CPU 300a loads the number of reserved balls for the target special symbol. Here, if the special symbol identification value loaded in the above step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in the above step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved number, is loaded.
[0322] (Step S535-5) The main CPU 300a loads the small win determination random number updated by the hardware random number generation unit.
[0323] (Step S535-7) The main CPU 300a determines whether the number of reserved balls for the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is determined that the number is equal to or greater than the upper limit, the process proceeds to step S535-23. If it is determined that the number is not equal to or greater than the upper limit, the process proceeds to step S535-9.
[0324] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0325] (Step S535-11) The main CPU 300a determines a target storage section to save the acquired small win determination random number from among the four storage sections of the first special chart reservation storage area and one storage section of the second special chart reservation storage area.
[0326] (Step S535-13) The main CPU 300a obtains the small win determination random number loaded in step S535-5, the winning pattern 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 memory unit calculated in step S535-11.
[0327] (Step S535-15) The main CPU 300a performs a special symbol reserved ball winning order setting process for updating and storing the winning order of the special 1 reserved and special 2 reserved balls stored in the special symbol reserved storage area.
[0328] (Step S535-17) The main CPU 300a executes an acquisition time effect determination process to perform a provisional big role lottery, provisional winning symbol determination, and provisional variable information determination based on the various random numbers stored in the target memory unit in step S535-13. In this acquisition time effect determination process, a pre-reading designation command indicating variable information to be determined when a newly stored reserved symbol is read out is transmitted to the sub-control board 330.
[0329] (Step S535-19) The main CPU 300a loads the counter values of the special symbol 1 reserved ball number counter and the special symbol 2 reserved ball number counter.
[0330] (Step S535-21) The main CPU 300a sets the special symbol reservation designation command in the transmission buffer based on the counter value loaded in step S535-19 above. Here, the special symbol 1 reservation designation command is set based on the counter value (special 1 reservation number) of the special symbol 1 reservation ball number counter, and the special symbol 2 reservation designation command is set based on the counter value (special 2 reservation number) of the special symbol 2 reservation ball number counter. As a result, each time a special symbol 1 reservation or special symbol 2 reservation is stored, the special symbol 1 reservation number and the special symbol 2 reservation number are transmitted to the sub-control board 330.
[0331] (Step S535-23) The main CPU 300a loads the normal game management phase.
[0332] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 and determines whether it is below the normal electric device winning opening control state described later. If it is determined that it is below the normal electric device winning opening control state, the process proceeds to step S535-27, and if it is determined that it is not below the normal electric device winning opening control state, the special symbol random number acquisition process is terminated.
[0333] (Step S535-27) The main CPU 300a determines whether or not an abnormal winning has occurred, and if it determines that an abnormal winning has occurred, executes a start port abnormal winning error process to perform a predetermined process, and terminates the special pattern random number acquisition process (step S535).
[0334] FIG. 31 is a flowchart illustrating the specific area passing process in step S540.
[0335] (Step S540-1) If the main CPU 300a determines in step S500-11 that the specific area detection switch has been turned on, it determines whether the valid period flag is on. If it determines that the valid period flag is on, it proceeds to step S540-3, and if it determines that the valid period flag is not on, it proceeds to step S540-9.
[0336] As will be described in more detail later, this valid period flag is used to determine whether the entry of a game ball into the specific area 140b is considered valid, and in this embodiment, it is turned on at the start of a small win game (first round game).
[0337] (Step S540-3) In the above step S540-1, if it is determined that the valid period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag identifies that the gaming ball has already validly entered the specific area 140b. If it is determined that the specific area entry flag is on, the specific area passing process is terminated, and if it is determined that the specific area entry flag is not on, the process proceeds to step S540-5.
[0338] (Step S540-5) The main CPU 300a turns on the specific area entry flag.
[0339] (Step S540-7) The main CPU 300a sets a specific area entry command in the transmission buffer to notify the sub-control board 330 that the gaming ball has validly entered the specific area 140b, and ends the specific area passing process.
[0340] (Step S540-9) The main CPU 300a executes a predetermined error process.
[0341] (Step S540-11) The main CPU 300a sets an error command indicating that an error has been detected in the transmission buffer, and ends the specific area passing process.
[0342] 32 is a diagram illustrating the special game management phase. As already explained, in the embodiment, a special game triggered by a game ball entering the first start port 120 or the second start port 122 and a normal game triggered by a game ball passing through the gate 124 proceed simultaneously in parallel. The processing related to the special game is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such special game by the special game management phase.
[0343] As shown in FIG. 32, the main ROM 300b stores a plurality of special game control modules for controlling the execution of special games, and each of these special game control modules is associated with a special game management phase. Specifically, when the special game management phase is "00H", a module for executing "special symbol change waiting processing" is called, when the special game management phase is "01H", a module for executing "special symbol change in progress processing" is called, when the special game management phase is "02H", a module for executing "special symbol stop symbol display processing" is called, when the special game management phase is "03H" or "07H", a module for executing "large prize opening pre-processing" is called, when the special game management phase is "04H" or "08H", a module for executing "large prize opening opening control processing" is called, when the special game management phase is "05H" or "09H", a module for executing "large prize opening closure valid processing" is called, and when the special game management phase is "06H" or "0AH", a module for executing "large prize opening end wait processing" is called.
[0344] FIG. 33 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0345] (Step S600-1) The main CPU 300a loads the special game management phase.
[0346] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1.
[0347] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.
[0348] (Step S600-7) The main CPU 300a loads a special game timer that manages the control time of the special game, and ends the special game management process.
[0349] 34 is a flowchart illustrating the special symbol change waiting process in the main control board 300. This special symbol change waiting process is executed when the special game management phase is "00H".
[0350] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 reserved ball counter, that is, the special 2 reserved number (X2) is "1" or more. As a result, if it is determined that the special 2 reserved number (X2) is "1" or more, the process moves to step S610-7, and if it is determined that the special 2 reserved number (X2) is not "1" or more, the process moves to step S610-3.
[0351] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball counter, that is, the special 1 reserved number (X1), is greater than or equal to 1. As a result, if it is determined that the special 1 reserved number (X1) is greater than or equal to 1, the process proceeds to step S610-7, and if it is determined that the special 1 reserved number (X1) is not greater than or equal to 1, the process proceeds to step S610-5.
[0352] (Step S610-5) The main CPU 300a sets the customer waiting designation command in the transmission buffer, executes customer waiting setting processing for setting the state to customer waiting, and ends the special symbol change waiting processing.
[0353] (Step S610-7) The main CPU300a block-transfers the special 2 reserve stored in the first storage section of the second special symbol reserve storage area, or the special 1 reserve stored in the first to fourth storage sections of the first special symbol reserve storage area, to a storage section with a smaller ordinal number by one. Specifically, the main RAM300c is provided with a 0th storage section to be processed, and the special 2 reserve stored in the 1st storage section is block-transferred to the 0th storage section. Also, in the above step S610-3, if it is determined that the number of special symbol 1 reserved balls is "1" or more, the special 1 reserve stored in the 2nd to 4th storage sections of the first special symbol reserve storage area is transferred to the 1st to 3rd storage sections, and the special 1 reserve stored in the 1st storage section is block-transferred to the 0th storage section. In this special pattern memory area shift process, the counter value of the target special pattern reserved ball count counter corresponding to the reserved type transferred to the 0th memory unit is decremented by "1", and a reserved reduction command indicating that the special 1 reserved or special 2 reserved has been decremented by "1" is set in the transmission buffer.
[0354] (Step S610-9) The main CPU 300a loads the small win determination random number and reservation type transferred to the 0th memory unit, selects the corresponding small win determination random number judgment table, draws a big role lottery, and executes a special symbol win judgment process that stores the lottery result.
[0355] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbol. Here, if the result of the major role lottery in step S610-9 above is a small win, the winning symbol random number and reserve type transferred to the 0th memory unit are loaded, the corresponding winning symbol random number determination table is selected to extract the special symbol determination data, and the extracted special symbol determination data (small win symbol type) is saved. Also, if the result of the major role lottery in step S610-9 above is a loss, the special symbol determination data for the loss corresponding to the reserve type (losing symbol type) is saved. Specifically, if the reserve type is special 1 reserve, special symbol X is saved as the losing symbol, and if the reserve type is special 2 reserve, special symbol Y is saved as the losing symbol. In this way, after the special symbol determination data is saved, a symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.
[0356] (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. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will ultimately light up.
[0357] (Step S612) The main CPU 300a executes a special symbol variable number determination process for determining a variable mode number and a variable pattern number. The details of this special symbol variable number determination process will be described later.
[0358] (Step S610-15) The main CPU 300a loads the fluctuation mode number and fluctuation pattern number determined in step S612, and refers to the fluctuation time determination table to determine fluctuation time 1 and fluctuation time 2. Then, the total time of the determined fluctuation times 1 and 2 is set in the special symbol fluctuation timer.
[0359] (Step S610-17) The main CPU 300a performs a spare area setting process for storing the type of small winning symbol (special symbol determination data) and the like in the spare area of the main RAM 300c.
[0360] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display symbol counter in order to start the variable display of special symbols in the first special symbol display device 160 or the second special symbol display device 162. A counter value is associated with each of the 7-segment segments constituting the first special symbol display device 160 and the second special symbol display device 162, and the segments corresponding to the counter value set in the special symbol display symbol counter are controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable display of the special symbol starts is set in the special symbol display symbol counter. Note that the special symbol display symbol counter is provided separately as a special symbol 1 display symbol counter corresponding to the first special symbol display device 160 and a special symbol 2 display symbol counter corresponding to the second special symbol display device 162, and here, a counter value is set in the counter corresponding to the hold type.
[0361] (Step S614) The main CPU 300a executes a special number cut management process, the details of which will be described later.
[0362] (Step S610-21) The main CPU 300a loads the counter values of the special symbol 1 reserved ball counter and the special symbol 2 reserved ball counter and sets a special symbol reserved command in the transmission buffer. Here, the special symbol 1 reserved command is set based on the counter value of the special symbol 1 reserved ball counter (special symbol 1 reserved number), and the special symbol 2 reserved command is set based on the counter value of the special symbol 2 reserved ball counter (special symbol 2 reserved number). Also, here, the special symbol winning order command corresponding to the winning order of the special symbol 1 reserved and special symbol 2 reserved stored in step S610-7 above is set in the transmission buffer. As a result, each time the special symbol 1 reserved or special symbol 2 reserved is consumed, the number of special symbol 1 reserved and special symbol 2 reserved, as well as the winning order of each reserved symbol, are transmitted to the sub-control board 330.
[0363] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.
[0364] FIG. 35 is a flowchart illustrating the special symbol variable number determination process in the main control board 300.
[0365] (Step S612-1) The main CPU 300a determines whether the result of the big role lottery in step S610-9 is a small win. If it is determined to be a small win, the process proceeds to step S612-3, and if it is determined not to be a small win (a loss), the process proceeds to step S612-5.
[0366] (Step S612-3) The main CPU 300a sets a reach mode determination random number judgment table corresponding to the current game state, type of special symbol, reserved type, and variable state.
[0367] (Step S612-5) If the hold type of the read hold is special 2 hold, the main CPU 300a checks the counter value of the special pattern 2 hold ball number counter, and if the hold type of the read hold is special 1 hold, the main CPU 300a checks the counter value of the special pattern 1 hold ball number counter.
[0368] (Step S612-7) The main CPU 300a sets the corresponding reach group determination random number judgment table based on the current game state, the reserved number and reserved type confirmed in the above step S612-5. Then, based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th storage unit in the above step S610-7, the reach group (group type) is determined.
[0369] (Step S612-9) The main CPU 300a sets a random number judgment table for determining a reach mode when losing, which corresponds to the group type determined in step S612-7.
[0370] (Step S612-11) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-3 or step S612-9 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Here, a variation pattern random number judgment table is determined together with the variation mode number.
[0371] (Step S612-13) The main CPU 300a sets the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-11 in the transmission buffer.
[0372] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-11 above and the variation pattern random number transferred to the 0th storage unit in step S610-7 above.
[0373] (Step S612-17) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-15 in the transmission buffer, and ends the special symbol variation number determination process.
[0374] FIG. 36 is a flowchart illustrating the special chart cutoff management process in the main control board 300.
[0375] (Step S614-1) The main CPU 300a determines whether it is the start of the special 2 variation. As a result, if it is the start of the special 2 variation, the process moves to step S614-3, and if it is the start of the special 1 variation, the special number cut management process is terminated.
[0376] (Step S614-3) The main CPU 300a determines whether the value of the special 2 time-saving number-of-times cut counter is greater than 0. As a result, if the value of the special 2 time-saving number-of-times cut counter is greater than 0, the process proceeds to step S614-5, and if the value of the special 2 time-saving number-of-times cut counter is not greater than 0, the special chart number-of-times cut management process is terminated.
[0377] (Step S614-5) The main CPU 300a subtracts the value of the special 2 time-shortening number-of-times-cut counter.
[0378] (Step S614-7) In the above step S614-5, the main CPU 300a determines whether the value of the special 2 time-saving number-of-times-cut counter has been updated from 1 to 0. As a result, if it is determined that the value of the special 2 time-saving number-of-times-cut counter has been updated from 1 to 0, the process proceeds to step S614-9, and if it is determined that the value of the special 2 time-saving number-of-times-cut counter has not been updated from 1 to 0, the special chart number-of-times-cut management process is terminated.
[0379] (Step S614-9) The main CPU 300a sets the gaming state to the non-time-shortening gaming state.
[0380] (Step S614-11) The main CPU 300a resets (to 0) the counter values of the special 2 time-saving number-of-times cutoff counter and the normal time-saving number-of-times cutoff counter described later, and ends the special time-of-times cutoff management process.
[0381] 37 is a flowchart for explaining the special symbol variation process in the main control board 300. This special symbol variation process is executed when the special game management phase is "01H".
[0382] (Step S620-1) The main CPU 300a executes a process to update the special symbol variation base counter. The counter value of the special symbol variation base counter is set so that it completes one cycle in a predetermined cycle (for example, 100 ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and if the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0383] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-1 is 0. If the counter value is 0, the process proceeds to step S620-5. If the counter value is not 0, the process proceeds to step S620-9.
[0384] (Step S620-5) The main CPU 300a performs a special symbol fluctuation timer update process to subtract a predetermined value from the timer value of the special symbol fluctuation timer set in step S610-15.
[0385] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol fluctuation timer updated in step S620-5 is 0. If the timer value is 0, the process proceeds to step S620-15. If the timer value is not 0, the process proceeds to step S620-9.
[0386] (Step S620-9) The main CPU 300a updates the special symbol display timer that measures the lighting time of each of the 7-segment displays that make up the first special symbol display device 160 and the second special symbol display device 162. Specifically, if the timer value of the special symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0387] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol display timer is "0." If it is determined that the timer value of the special symbol display timer is "0," the process proceeds to step S620-13. If it is determined that the timer value of the special symbol display timer is not "0," the process during the special symbol variation is terminated.
[0388] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated and ends the special symbol variation process. As a result, each segment constituting the 7-segment display lights up in sequence at predetermined time intervals.
[0389] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0390] (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 is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162.
[0391] (Step S620-19) The main CPU 300a sets a special symbol stop designation command, which indicates that a special symbol has been stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, in the transmission buffer.
[0392] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for which the special symbol is stopped and displayed, in the special game timer, and ends the special symbol variation process.
[0393] 38 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0394] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the special symbol stop symbol display process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S630-3.
[0395] (Step S630-3) The main CPU 300a checks the result of the big role lottery.
[0396] (Step S630-5) The main CPU 300a determines whether the result of the big win lottery confirmed in step S630-3 is a small win. If it is determined to be a small win, the process proceeds to step S630-15. If it is determined not to be a small win, the process proceeds to step S630-7.
[0397] (Step S630-7) The main CPU 300a sets a game state confirmation designation command at the time of special symbol determination, which indicates the game state when the special symbol is determined, in a transmission buffer.
[0398] (Step S630-9) The main CPU 300a sets a number command for transmitting the counter value of each time-saving number-off counter to the sub-control board 330 in a transmission buffer.
[0399] (Step S630-11) The main CPU 300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. This ends the special game management process based on the reservation of 1, and if special 1 reservation or special 2 reservation is stored, processing to start the variable display of the special symbol based on the next reservation will be performed.
[0400] (Step S630-15) The main CPU 300a resets the gaming state. Here, the gaming state is set to a non-time-shortening gaming state, and the counter values of the time-shortening counters are reset.
[0401] (Step S630-17) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.
[0402] (Step S630-19) The main CPU 300a performs a process for setting the maximum number of times a special electric device is operated. Specifically, the data set in step S630-17 above is referenced, and a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as the counter value in the maximum number of times a special electric device is operated counter. This maximum number of times a special electric device is operated counter indicates the number of rounds ("1") that can be executed in the small prize game that is about to start. Meanwhile, the main RAM 300c is provided with a continuous number of times a special electric device is operated counter, and the current number of rounds is managed by adding "1" to the counter value of the continuous number of times a special electric device is operated counter at the start of each round of play. Here, a process for resetting (updating to "0") the counter value of this continuous number of times a special electric device is operated counter is also executed upon the start of the small prize game.
[0403] (Step S630-21) The main CPU 300a refers to the data set in step S630-19 and saves a predetermined opening time as a timer value in the special game timer.
[0404] (Step S630-23) The main CPU 300a sets an opening designation command for transmitting the start of a small win game to the sub-control board 330 in the transmission buffer.
[0405] (Step S630-25) The main CPU 300a updates the special game management phase to "03H" and ends the special symbol stop symbol display process, thereby starting a small win game.
[0406] 39 is a flowchart illustrating the process before the opening of the special prize opening in the main control board 300. This process before the opening of the special prize opening is executed when the special game management phase is "03H" or "07H".
[0407] (Step S640-1) The main CPU 300a judges whether the timer value of the special game timer is not "0." If it is judged that the timer value of the special game timer is not "0," the main CPU 300a ends the pre-opening process of the special winning port, and if it is judged that the timer value of the special game timer is "0," the process proceeds to step S640-3.
[0408] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation number counter to a value obtained by adding "1" to the current counter value.
[0409] (Step S640-5) The main CPU 300a sets a special prize opening opening designation command for transmitting the start of opening of the special prize opening 128 (start of a round game) to the sub-control board 330 in the transmission buffer.
[0410] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.
[0411] (Step S640-7) The main CPU 300a determines whether the special game management phase is 03H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 03H, the process proceeds to step S640-9. If it is determined that the special game management phase is not 03H, the process proceeds to step S640-13.
[0412] (Step S640-9) The main CPU 300a determines whether it is the start of the first round of play based on the counter value of the special electric accessory continuous operation counter. If it is determined that it is the start of the first round of play, the process proceeds to step S640-11. If it is determined that it is not the start of the first round of play, the process proceeds to step S640-13.
[0413] (Step S640-11) The main CPU 300a turns on the valid period flag, which enables the entry of the gaming ball into the specific area 140b upon the start of the small win game.
[0414] (Step S640-13) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H"), and ends the pre-opening process for the big prize opening.
[0415] FIG. 40 is a flowchart illustrating the process of switching the opening and closing of the big prize opening in the main control board 300.
[0416] (Step S641-1) The main CPU 300a judges whether the counter value of the special electric accessory opening / closing switching number counter is the upper limit value of the special electric accessory opening / closing switching number (the number of times the special electric accessory opening / closing port 128 is opened and closed during one round of play). As a result, if it is judged that the counter value is the upper limit value, the main CPU 300a ends the special electric accessory opening / closing switching process, and if it is judged that the counter value is not the upper limit value, it proceeds to step S641-3.
[0417] (Step S641-3) The main CPU 300a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the energization of the large prize opening solenoid 128c, as well as timer data which is the energization time or de-energization time of the large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.
[0418] (Step S641-5) The main CPU 300a executes a special prize opening solenoid energization control process to start energization of the special prize opening solenoid 128c or to stop energization of the special prize opening solenoid 128c based on the solenoid control data extracted in step S641-3 above. By executing this special prize opening solenoid energization control process, the start or stop of energization of the special prize opening solenoid 128c is controlled in steps S400-31 and S400-33 above.
[0419] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 in the special game timer. The timer value saved in the special game timer here is the maximum opening time of the special winning port 128 in one time.
[0420] (Step S641-9) The main CPU 300a determines whether the special prize opening solenoid 128c is in the energization start state, i.e., whether the control process to start energizing the special prize opening solenoid 128c has been performed in the above step S641-5. If it is determined that the special prize opening solenoid 128c is in the energization start state, the process proceeds to step S641-11, and if it is determined that the special prize opening solenoid 128c is not in the energization start state, the special prize opening opening open / close switching process is terminated.
[0421] (Step S641-11) The main CPU 300a updates the counter value of the special electric accessory open / close switching number counter to a value obtained by adding "1" to the current counter value, and ends the big prize opening open / close switching process.
[0422] 41 is a flowchart illustrating the special prize opening control process in the main control board 300. This special prize opening control process is executed when the special game management phase is "04H" or "08H".
[0423] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 is 0. If it is determined that the timer value of the special game timer is not 0, the process proceeds to step S650-5. If it is determined that the timer value of the special game timer is 0, the process proceeds to step S650-3.
[0424] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching number of times. 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.
[0425] (Step S641) In the above step S650-3, if it is determined that the counter value of the special electric accessory opening / closing switching number counter is not the upper limit value of the special electric accessory opening / closing switching number of times, the main CPU 300a executes the processing of the above step S641.
[0426] (Step S650-5) The main CPU 300a determines whether the counter value of the special prize opening ball 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 wins in one round have entered the special prize opening 128. As a result, if it is determined that the specified number has not been reached, the main CPU 300a ends the special prize opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0427] (Step S650-7) The main CPU 300a stops the energization of the special prize opening solenoid 128c and executes special prize opening closing processing required to close the special prize opening 128. As a result, the special prize opening 128 is brought into a closed state.
[0428] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.
[0429] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("05H" or "09H").
[0430] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command indicating that the special prize opening 128 has been closed in the transmission buffer, and ends the special prize opening opening control process.
[0431] 42 is a flowchart illustrating the special prize opening closure validity process in the main control board 300. This special prize opening closure validity process is executed when the special game management phase is "05H" or "09H".
[0432] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a terminates the special prize opening closure validity process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S660-3.
[0433] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, i.e., whether a preset number of rounds of play have been completed. If it is determined that the counter value of the special electric device continuous operation counter matches the counter value of the special electric device 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.
[0434] (Step S660-5) The main CPU 300a updates the special game management phase to "07H". Note that if the special game management phase is "05H", that is, during control of the small win game, the number of rounds of the small win game is "1", so the determination in step S660-3 above is YES, and the process does not proceed to this step.
[0435] (Step S660-7) The main CPU 300a saves the predetermined special prize opening closing time in the special game timer and ends the special prize opening closing validity process, thereby starting the next round of games.
[0436] (Step S660-9) The main CPU 300a determines whether the special game management phase is 05H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 05H, the process proceeds to step S660-11. If it is determined that the special game management phase is not 05H, the process proceeds to step S660-21.
[0437] (Step S660-11) The main CPU 300a determines whether all game balls that entered the special prize opening 128 have been dispensed. Here, it is determined that dispensing has been completed when the value obtained by subtracting the total number of game balls that entered the specific area 140b and the non-specific area 140c from the number of game balls that entered the special prize opening 128 becomes 0. If it is determined that dispensing has been completed, the process proceeds to step S660-13, and if it is determined that dispensing has not been completed, the special prize opening closure validating process is terminated. Note that if the determination result that dispensing has not been completed is continuously derived over a certain period of time, error processing is performed.
[0438] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is on. If it is determined that the specific area entry flag is on, the process proceeds to step S660-15. If it is determined that the specific area entry flag is not on, the process proceeds to step S660-21.
[0439] (Step S660-15) The main CPU 300a turns off the specific area entry flag.
[0440] (Step S660-17) The main CPU 300a checks the type of small winning symbol and sets a predetermined number (counter value corresponding to the type of special symbol = value obtained by subtracting 1 from the number of rounds, i.e., the number of rounds played in a big winning game) as the counter value in the special electric device maximum operation count counter.
[0441] (Step S660-19) The main CPU 300a sets 07H in the special game management phase and ends the big prize opening closure validity processing.
[0442] (Step S660-21) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.
[0443] (Step S660-23) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0444] (Step S660-25) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer, and ends the big prize opening closure validity processing.
[0445] 43 is a flowchart illustrating the special prize opening end wait process in the main control board 300. This special prize opening end wait process is executed when the special game management phase is "06H" or "0AH".
[0446] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-7 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the large prize winning port end wait process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S670-3.
[0447] (Step S670-3) The main CPU 300a executes a state setting process to set the game state after the end of the big win game, which is executed based on the game ball entering the specific area 140b during the small win game. Here, the game state after the end of the big win game is set by referring to the game state setting table (FIG. 15) based on the type of special symbol that triggered the execution of the small win game. Specifically, if the special symbol is special symbol Z1 or special symbol Z2, the first time-saving game state is set, and the time-saving end conditions are set to 120 times for the normal time-saving game and 1 time for the special 2 time-saving game. Also, if the special symbol is special symbol Z3, the second time-saving game state is set, and the time-saving end conditions are set to 100 times for the normal time-saving game and 1 time for the special 2 time-saving game.
[0448] In addition, if the game ball does not enter the specific area 140b in the small win game, that is, if the special game management phase is "06H", the game state is not set in the step S670-5. Also, here, based on the small win symbol that triggered the execution of the small win game, a process of setting the variable state after the end of the big win game is also performed.
[0449] (Step S670-5) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state and the variable state that are set after the big win game ends.
[0450] (Step S670-7) The main CPU 300a sets in the transmission buffer a number-of-times designation command corresponding to the number of time-saving times (normal time-saving times, special 2 time-saving times) saved in step S670-3.
[0451] (Step S670-9) The main CPU 300a updates the special game management phase to "00H" and ends the waiting process for the end of the special winning slot. As a result, if the special 1 reserve or the special 2 reserve is stored, the variable display of the special symbol will be resumed.
[0452] 44 is a diagram illustrating the normal game management phase. As already explained, in the embodiment, the processing related to the normal game triggered by the passage of the game ball through the gate 124 is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such normal game by the normal game management phase.
[0453] As shown in FIG. 44, the main ROM 300b stores a plurality of normal game control modules for controlling the execution of normal games, and each of these normal game control modules is associated with a normal game management phase. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol change waiting processing" is called, when the normal game management phase is "01H", a module for executing "normal symbol change in progress processing" is called, when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display processing" is called, when the normal game management phase is "03H", a module for executing "normal electric device prize opening pre-processing" is called, when the normal game management phase is "04H", a module for executing "normal electric device prize opening opening control processing" is called, when the normal game management phase is "05H", a module for executing "normal electric device prize opening closure enable processing" is called, and when the normal game management phase is "06H", a module for executing "normal electric device prize opening end wait processing" is called.
[0454] FIG. 45 is a flowchart illustrating the normal game management process (step S700) in the main control board 300.
[0455] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0456] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S700-1.
[0457] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.
[0458] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.
[0459] 46 is a flowchart illustrating the normal symbol change waiting process in the main control board 300. This normal symbol change waiting process is executed when the normal game management phase is "00H".
[0460] (Step S710-1) The main CPU 300a loads the counter value of the normal symbol reserved ball number counter and determines whether the counter value is "0", that is, whether the normal symbol reserved is "0". As a result, if it is determined that the counter value is "0", the normal symbol change waiting process is terminated, and if it is determined that the counter value is not "0", the process proceeds to step S710-3.
[0461] (Step S710-3) The main CPU 300a transfers the regular symbol reserves (winning random numbers and regular symbol determination random numbers) stored in the first to fourth memory sections of the regular symbol reserve memory area in blocks to the memory section with the next smaller ordinal number. Specifically, the regular symbol reserves stored in the second to fourth memory sections are transferred to the first to third memory sections. The main RAM 300c also has a zeroth memory section to be processed, and the regular symbol reserve stored in the first memory section is transferred to the zeroth memory section. In this regular symbol memory area shift process, the counter value of the regular symbol reserve ball count counter is decremented by "1," and a regular symbol reserve decrement command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.
[0462] (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 judgment table, and performs a normal symbol lottery. If the result of the normal symbol lottery is a normal symbol loss, it stores the normal symbol loss symbol as the type of normal symbol. Also, if the result of the normal symbol lottery is a normal symbol win, it loads the normal symbol determination random number transferred to the 0th storage unit, selects a normal symbol determination random number judgment table corresponding to the current game state, and determines and stores the type of normal symbol.
[0463] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the type of normal symbol determined in step S710-5.
[0464] (Step S710-9) The main CPU 300a checks the type of the winning normal symbol, and selects and sets the corresponding normal symbol variation time data table.
[0465] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the normal symbol variation time data table set in step S710-9.
[0466] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in the above step S710-11 in the normal game timer.
[0467] (Step S710-15) The main CPU 300a executes a process of setting a normal symbol display symbol counter in order to start the variable display of the normal symbol in the normal symbol display device 168.
[0468] (Step S712) The main CPU 300a executes a general cut-off number management process, the details of which will be described later.
[0469] (Step S710-17) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer.
[0470] (Step S710-19) The main CPU 300a sets the normal pattern designation command in the transmission buffer based on the normal pattern stop pattern number determined in step S710-7 above, i.e., the pattern type (normal winning pattern or normal losing pattern) determined by the normal pattern winning determination process.
[0471] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0472] FIG. 47 is a flowchart illustrating the state update process at the start of normal fluctuations in the main control board 300.
[0473] (Step S712-1) The main CPU 300a determines whether the value of the normal time reduction counter is greater than 0. As a result, if the value of the normal time reduction counter is greater than 0, the process proceeds to step S712-3, and if the value of the normal time reduction counter is not greater than 0, the normal time reduction counter ends the process.
[0474] (Step S712-3) The main CPU 300a subtracts the value of the normal time-shortening counter.
[0475] (Step S712-5) In the above step S712-3, the main CPU 300a determines whether the value of the normal time reduction counter has been updated from 1 to 0. As a result, if it is determined that the value of the normal time reduction counter has been updated from 1 to 0, the process proceeds to step S712-7, and if it is determined that the value of the normal time reduction counter has not been updated from 1 to 0, the normal time reduction counter management process is terminated.
[0476] (Step S712-7) The main CPU 300a sets the gaming state to the non-time-shortening gaming state.
[0477] (Step S712-9) The main CPU 300a resets (to 0) the counter values of the special 2 time-saving number-of-times cutoff counter and the regular time-saving number-of-times cutoff counter, and ends the regular time-of-times cutoff management process.
[0478] 48 is a flowchart for explaining the normal symbol variation process in the main control board 300. This normal symbol variation process is executed when the normal game management phase is "01H".
[0479] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 is 0. If the timer value is 0, the process proceeds to step S720-9. If the timer value is not 0, the process proceeds to step S720-3.
[0480] (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 device 168. Specifically, if the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0481] (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 normal symbol variable process is terminated.
[0482] (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 a counter value indicating that the normal symbol display 168 is turned off, it is updated to a counter value indicating that it is turned on, and if it is a counter value indicating that the normal symbol display 168 is turned on, it is updated to a counter value indicating that it is turned off, and the normal symbol variation processing is terminated. As a result, the normal symbol display 168 will repeatedly turn on and off (flash) at predetermined time intervals over the normal symbol variation time.
[0483] (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 is finally stopped and displayed on the normal symbol display 168, and the result of the normal symbol lottery is announced.
[0484] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time for stopping and displaying the normal symbol, in the normal game timer.
[0485] (Step S720-13) The main CPU 300a sets a normal symbol stop command, which indicates that the stop display of the normal symbol has started, in the transmission buffer.
[0486] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.
[0487] 49 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0488] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is 0. If it is determined that the timer value of the normal game timer is not 0, the main CPU 300a ends the normal symbol stop symbol display process, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S730-3.
[0489] (Step S730-3) The main CPU 300a checks the result of the regular lottery.
[0490] (Step S730-5) The main CPU 300a determines whether the result of the regular lottery is a win. If it is determined to be a win, the process proceeds to step S730-9. If it is determined to be a loss, the process proceeds to step S730-7.
[0491] (Step S730-7) The main CPU 300a updates the normal game management phase to "00H" and ends the normal symbol stop symbol display process. This ends the normal game management process based on the normal symbol reservation of 1, and if the normal symbol reservation is stored, processing to start the variable display of the normal symbol based on the next reservation will be performed.
[0492] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the time before normal power release in the normal game timer as a timer value.
[0493] (Step S730-11) The main CPU 300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. This starts the opening and closing control of the second start port 122.
[0494] 50 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".
[0495] (Step S740-1) The main CPU 300a judges whether the timer value of the normal game timer is not "0." If it is judged that the timer value of the normal game timer is not "0," the normal electric device prize opening pre-opening process is terminated, and if it is judged that the timer value of the normal game timer is "0," the process proceeds to step S741.
[0496] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.
[0497] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric accessory winning opening pre-processing.
[0498] FIG. 51 is a flowchart explaining the normal electric role winning opening / closing switching process in the main control board 300.
[0499] (Step S741-1) The main CPU 300a judges whether the counter value of the normal electric accessory opening / closing switching number counter is the upper limit value of the normal electric accessory opening / closing switching number (the number of times the movable piece 122b opens and closes during one opening / closing control). As a result, if it is judged that the counter value is the upper limit value, the normal electric accessory winning opening opening / closing switching process is terminated, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S741-3.
[0500] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table corresponding to the game state at the start of the normal pattern variation, and extracts solenoid control data (power-on control data or power-off control data) for controlling the power supply to the normal electric role solenoid 122c based on the counter value of the normal electric role opening / closing switching count counter, and timer data which is the power supply time (solenoid power supply time) or power-off time (normal power closing effective time = pause time) of the normal electric role solenoid 122c.
[0501] (Step S741-5) The main CPU 300a executes a normal electric role solenoid energization control process to start energization of the normal electric role solenoid 122c or stop energization of the normal electric role solenoid 122c based on the solenoid control data extracted in the above step S741-3. By executing this normal electric role solenoid energization control process, the start or stop of energization of the normal electric role solenoid 122c is controlled in the above step S400-31 and step S400-33.
[0502] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in step S741-3 in the normal game timer. The timer value saved in the normal game timer here is the maximum opening time of the second start port 122 once.
[0503] (Step S741-9) The main CPU 300a judges whether the normal electric accessory solenoid 122c is in the energization start state, that is, whether the control process to start energizing the normal electric accessory solenoid 122c has been performed in the above step S741-5. As a result, if it is judged to be in the energization start state, the process moves to step S741-11, and if it is judged not to be in the energization start state, the normal electric accessory winning opening opening / closing switching process is terminated.
[0504] (Step S741-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching number counter to a value obtained by adding "1" to the current counter value.
[0505] 52 is a flowchart explaining the normal electric device winning opening control process in the main control board 300. This normal electric device winning opening control process is executed when the normal game management phase is "04H".
[0506] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is 0. If it is determined that the timer value of the normal game timer is not 0, the process proceeds to step S750-5. If it is determined that the timer value of the normal game timer is 0, the process proceeds to step S750-3.
[0507] (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 number. 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.
[0508] (Step S741) In the above step S750-3, if it is determined that the counter value of the normal electric role opening / closing switching number counter is not the upper limit value of the normal electric role opening / closing switching number, the main CPU 300a executes the processing of the above step S741.
[0509] (Step S750-5) The main CPU 300a determines whether the counter value of the normal electric device winning ball number counter updated in step S530-9 above 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 opening 122. As a result, if it is determined that the specified number has not been reached, the normal electric device winning opening opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.
[0510] (Step S750-7) The main CPU 300a executes the normal electric accessory closing process required to stop the energization of the normal electric accessory solenoid 122c and close the second start opening 122. As a result, the second start opening 122 is in a closed state.
[0511] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.
[0512] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and ends the normal electric accessory winning opening control process.
[0513] 53 is a flowchart explaining the normal electric accessory winning opening closing validity processing in the main control board 300. This normal electric accessory winning opening closing validity processing is executed when the normal game management phase is "05H".
[0514] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric accessory winning port closure validity 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.
[0515] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.
[0516] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the normal electric role winning hole closure valid processing.
[0517] 54 is a flowchart explaining the normal electric device winning port end wait processing in the main control board 300. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".
[0518] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric accessory winning port end wait process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S770-3.
[0519] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the normal electric accessory winning port end wait process. As a result, if a normal symbol reservation is stored, the variable display of the normal symbol will be resumed.
[0520] As described above, the main control board 300 executes various processes, whereby the special game and the normal game progress, and the gameplay shown in FIG. 18 is realized.
[0521] Next, we will explain an example of the effects that are executed during the above-mentioned game when the time-saving game state is set. As mentioned above, when a small win is won by the special 1 reserve in the non-time-saving game state, and a big role game is executed following this small win game, after the big role game ends, the game state is set to the first time-saving game state. Then, when a normal symbol L is won in the first time-saving game state, an auxiliary game is executed and the second start port 122 is long-opened. During the long-opening of the second start port 122, if the game ball is properly launched, the player can acquire two rights to the special 2 variation.
[0522] 55(a) is a diagram illustrating an example of a big role effect determination table that is referenced when two rights to special 2 variations are acquired in the first time-saving game state. In this embodiment, when a player acquires two rights to special 2 variations, the execution mode of the effect is set according to the combination of the types of small winning symbols determined based on each special 2 reservation.
[0523] Specifically, as shown in Figure 55(a), in the first time-saving game state, if two rights to special 2 variation are acquired, and the type of small winning pattern determined based on the first (first) stored special 2 reserve and the last (second) stored special 2 reserve is special pattern Z2, the normal big prize performance will be executed.
[0524] That is, in this embodiment, when the type of small win pattern determined based on the first (first) special 2 reserve stored during the long opening of the second starting port 122 is the special pattern Z2, the second special 2 reserve is stored, and the normal big win performance is started based on the fact that the type of small win pattern determined based on the special 2 reserve is the special pattern Z2.
[0525] Figure 56 is a diagram illustrating an example of a normal big role performance. In a normal big role performance, first, as shown in Figure 56(a), an image with "BONUS" written on it is displayed on the main performance display section 200a. Then, in a normal big role performance, as shown in Figure 56(b), a normal big role movie is displayed on the main performance display section 200a.
[0526] Also, as shown in FIG. 56(b), while the normal big prize movie is being displayed, a prize ball count display is displayed in the lower right corner of the main effect display section 200a. Specifically, the prize ball count display displays the number of balls that can be acquired, which indicates the number of prize balls that can be acquired in two small prize games and a big prize game, as the denominator, and the number of game balls acquired so far as the numerator. Here, an image showing "600" is displayed as the number of prize balls that can be acquired in two small prize games and a big prize game. The normal big prize effect will be executed until the second big prize game is completed.
[0527] In addition, in this embodiment, in the first time-saving game state, if at least one special symbol Z3 is included in the two special 2 reserves, the special big role effect described below is executed. Also, as described above, in this embodiment, as long as the type of small winning symbol won in the last acquired special 2 variation of the two special 2 variation rights remains the special symbol Z3, the special 2 consumption zone of FIG. 18 (3) and the second time-saving game state of FIG. 18 (4) will be looped. Then, after the special big role effect is executed, if the special 2 consumption zone of FIG. 18 (3) and the second time-saving game state of FIG. 18 (4) loop, the special big role effect will be executed again.
[0528] In this embodiment, the special big role performance is roughly divided into a first mode and a second mode. Specifically, when the special big role performance is executed for the first time (first time) from a state where the special big role performance is not being executed, the special big role performance according to the first mode is executed. And, when the special big role performance is executed again from a state where the special big role performance is being executed, that is, when the special big role performance is executed for the second time or later, the special big role performance is executed according to the second mode. Below, the execution mode of the special big role performance will be described in detail.
[0529] As shown in Figure 55(a), in the first time-saving gaming state, when two rights to special 2 variation are acquired, and the type of small winning symbol determined based on the two special 2 reserves is a combination of special symbol Z2 and special symbol Z3, the special big role performance according to the first mode is executed. Also, as shown in Figure 55(a), in the first time-saving gaming state, when two rights to special 2 variation are acquired, and the type of small winning symbol determined based on the two special 2 reserves is both special symbol Z3, the special big role performance according to the first mode is executed.
[0530] Fig. 57 is a first diagram illustrating an example of a special big role presentation according to the first mode. Fig. 58 is a second diagram illustrating an example of a special big role presentation according to the first mode. Fig. 59 is a diagram illustrating an example of a sound output mode in a special big role presentation according to the first mode. Below, first, in the first time-shortened gaming state, when two rights to special 2 variation are acquired, and the type of small win symbol determined based on the two special 2 reserved symbols is a combination of special symbol Z2 and special symbol Z3, the special big role presentation according to the first mode will be described in detail.
[0531] In the special big role effect according to the first mode, first, as shown in FIG. 57(a), a title effect is executed in which an image saying "Entering the festival" is displayed in the center of the main effect display section 200a.
[0532] Here, the gaming machine 100 is provided with a plurality of channels (ch) so that a plurality of types of sounds can be output simultaneously in parallel from the audio output device 206. In this embodiment, for example, 11 channels, channel 0 (0ch) to channel 10 (10ch), are provided. Also, a volume is set for each channel as a parameter for controlling the volume of each channel. The volume is provided mainly to adjust the volume, and is set to any value within a range of 0 (minimum) to 255 (maximum), for example.
[0533] Furthermore, when the title effect starts, as shown in Fig. 59, music A (for the first start), which has a predetermined playback time, is output at volume "255" on channel 1. Furthermore, when time t1 has passed since the title effect started, music A (for loop), which has a longer playback time than music A (for the first start), is output at volume "0" on channel 2, as shown in Fig. 59. Note that when it is output at volume "0," it is muted, so the player cannot hear music A (for loop) output on channel 2.
[0534] For example, song A (for looping) has a playback time from "0:00" to "3:00." On the other hand, song A (for starting the first time) has a playback time from "0:00" to "0:30." In other words, song A (for looping) and song A (for starting the first time) are the same song A, but have different total playback times. In this embodiment, song A is a song whose so-called chorus begins at "0:30." In other words, song A (for starting the first time) can be said to be an excerpt of the section of song A up to the chorus.
[0535] After the title performance ends, a two-choice performance (Figure 57(b)), which notifies or suggests the number of prize balls that can be won in two small win games and one big win game, a teaser performance (Figure 57(c)), and a decision performance (Figure 57(d)) are executed in sequence.
[0536] Specifically, as shown in FIG. 57(b), in the two-choice presentation, a first image marked "+1500" and a second image marked "+3000" are displayed on the main presentation display unit 200a. The first and second images indicate the number of prize balls that can be acquired in two small win games and a big win game. In this embodiment, if the type of small win symbol determined based on the two special 2 reserves is a combination of special symbol Z2 and special symbol Z3, the number of prize balls that can be acquired in two small win games and a big win game is actually 1800. In this embodiment, to make it easier for the player to grasp the number of special symbol Z3 included in the two special 2 reserves, the first image is displayed as "+1500" and the second image is displayed as "+3000."
[0537] In this embodiment, the duration of the title effect and the two-choice effect are set so that the playback time of song A (for the first start) (here, "0:30") is equal to the total duration of the title effect and the two-choice effect. In other words, when playback of song A (for the first start) ends and output of song A (for the first start) on channel 1 stops, the two-choice effect ends and the hype effect begins. Furthermore, the timing at which playback of song A (for the first start) ends is "0:30" from the start of song A (for the first start).
[0538] In addition, in the hype effect, as shown in Fig. 57(c), a video is displayed in which the first image and the second image collide to provoke the viewer into thinking that one of them will definitely be displayed. As described above, when the hype effect starts, as shown in Fig. 59, the output of music A (for the first start) on channel 1 is stopped. Meanwhile, on channel 2, music A (for loop) continues to be output in a muted state. In addition, in this embodiment, as shown in Fig. 59, the hype effect has a performance time set to time t1.
[0539] Also, when the provocative performance ends, the determination performance will be executed. In the determination performance, as shown in Figure 57 (d), as a result of the provocative performance, either the first image or the second image will be displayed definitively. If the type of small winning symbol determined based on the two special 2 reserves is a combination of special symbol Z2 and special symbol Z3, as shown in Figure 57 (d), the first image will be displayed definitively.
[0540] Furthermore, when the hype performance ends and the confirmation performance begins, as shown in FIG. 59, the volume of channel 2 is changed to "255." This timing is "0:30" from the start of song A (for loop) on channel 2. In other words, just before the hype performance is executed, the audio of song A becomes inaudible just before the chorus of song A, and song A becomes inaudible during the hype performance. When the hype performance ends and the confirmation performance begins, the audio of song A becomes audible from the chorus. This makes it possible to heighten the sense of tension during the hype performance, and then play the chorus of the song in the confirmation performance to add a sense of exhilaration, thereby improving the presentation effect.
[0541] 59, the first period (30 seconds in this embodiment) during which song A (for loop) is output in muted mode on channel 2 is longer than time t1, which is the execution period of the hype effect. Time t1 can be set to, for example, 5 seconds.
[0542] It should be noted that output of the music A (for the first start) on channel 1 will be stopped thereafter until the special big role performance according to the first mode starts again.
[0543] Then, when the determination effect ends, a loop effect is executed in which the special big role movie is displayed in the main effect display section 200a, as shown in Fig. 57(e). The special big role movie is a video consisting of a predetermined playback time, and when the playback time ends, it will be repeatedly played (looped) from the beginning. Similarly, when the playback time ends, song A (for loop) on channel 2 will also be repeatedly played (looped) from the beginning.
[0544] Also, as shown in Figure 57(e), while the special big role movie is being displayed, a prize ball count display is displayed in the lower right corner of the main performance display section 200a. The denominator of the prize ball count display is the number of prize balls shown in the first image that is definitively displayed by the above-mentioned determination performance, and is then added to the displayed number. In Figure 57(e), an image with "1500" written on it is displayed in the denominator.
[0545] Also, as shown in Fig. 55(a), when the types of small winning symbols determined based on two special 2 reserves are both special symbols Z3, the special big role effect according to the first mode is executed. In this case, first, in the same manner as described above, each effect is executed in the order of title effect (Fig. 57(a)), 2-choice effect (Fig. 57(b)), and stimulating effect (Fig. 57(c)). Then, as a result of the stimulating effect, as shown in Fig. 58(a), the second image is definitely displayed in the determination effect.
[0546] In other words, when the second image is definitively displayed by the decision effect, it will be announced that the types of small winning symbols determined based on the two special 2 reserves are both special symbols Z3.
[0547] Then, when the determination effect ends, a loop effect is executed in the main effect display section 200a, in which a special big role movie is played in a loop, as shown in Fig. 58(b). As shown in Fig. 58(b), while the special big role movie is being displayed, the denominator of the prize ball count display is added with the number of prize balls shown in the second image that is definitively displayed by the determination effect. In Fig. 58(b), an image with "3000" written on it is displayed in the denominator.
[0548] In addition, if the type of small winning symbol won in the last Special 2 variation of the two Special 2 variations is Special Symbol Z2, the special big role performance will end based on the end of the second big role game.
[0549] On the other hand, if the type of small winning symbol won in the last special 2 variation of the two special 2 variation rights is the special symbol Z3, after the second big role game ends, the second time-saving game state is set. Figure 55 (b) is a diagram illustrating an example of a big role performance determination table that is referenced when two special 2 variation rights are acquired in the second time-saving game state.
[0550] As shown in Figure 55 (b), in the second time-saving game state, if two rights to the special 2 variation are acquired, and the types of small winning symbols determined based on the two special 2 reserves are both special symbols Z2, the playback (loop effect) of the currently running special big role movie will continue. In this case, the special big role effect will end based on the end of the second big role game. When the special big role effect ends, music A (for loop) on channel 2 will also stop.
[0551] Also, as shown in Figure 55 (b), in the second time-saving game state, if two rights to special 2 variation are acquired, and the type of small winning pattern determined based on the two special 2 reserves is a combination of special pattern Z2 and special pattern Z3, a special big role performance according to the second mode will be executed.
[0552] Fig. 60 is a diagram illustrating an example of the special big role performance according to the second mode. Fig. 61 is a diagram illustrating an example of the sound output mode in the special big role performance according to the second mode. In the special big role performance according to the second mode, first, as shown in Fig. 60(a), a title performance is executed in which an image with "Festival Continues" is displayed in the center of the main performance display section 200a. At this time, as shown in Fig. 61, music A (for loop) on channel 2 continues to be output at a volume of "255" from the special big role performance according to the first mode.
[0553] Thereafter, the two-choice effect (FIG. 60(b)) is executed in the same manner as the special big role effect according to the first aspect described above. At this time, the music A (for loop) on channel 2 continues to be output at a volume of "255".
[0554] When the two-choice effect ends, the hype effect will begin in the same manner as the special big role effect according to the first aspect described above. At this time, as shown in FIG. 61, when the hype effect begins, channel 2 is switched to a muted state and music A (for loop) is output in a muted state. In this embodiment, as shown in FIG. 61, the hype effect in the special big role effect according to the second aspect has a performance time set to a second period (time t2). Note that this embodiment shows a case where time t1 and time t2 are equal. However, time t1 and time t2 may be different.
[0555] Then, when the stirring performance ends, the determination performance will be executed in the same manner as the special big role performance according to the first aspect described above. In the determination performance, either the first image or the second image will be displayed definitively according to the type of small winning symbol determined based on the two special 2 reserves, in the same manner as the special big role performance according to the first aspect described above.
[0556] 61, when the hype effect ends and the determination effect begins, the volume of channel 2 is changed to "255." That is, the playback position of music A advances by time t2 between immediately before and after the execution of the hype effect in the special big role effect according to the second aspect. That is, before and after the hype effect in the special big role effect according to the second aspect, the volume of channel 2 is changed from "255" to "0," and then changed from "0" to "255." This makes it possible to achieve commonality, such as music A being muted during the execution period of the hype effect in the special big role effect according to the first aspect and the execution period (second period) of the hype effect in the special big role effect according to the second aspect, while suppressing the risk of processing becoming complicated, and makes it possible to reduce the sense of incongruity in the effect.
[0557] Then, when the determination effect ends, a loop effect is executed as shown in Fig. 60(e). Also, as shown in Fig. 60(e), the denominator of the prize ball count display is added with the number of prize balls shown in the first image or the second image that has been definitively displayed by the determination effect. In Fig. 60(e), an image with "6000" written on it is displayed in the denominator.
[0558] That is, in this embodiment, the special big role effect according to the first mode and the special big role effect according to the second mode can be said to have the same general content of the display contents on the main effect display section 200a, except for the title effect.
[0559] Next, we will mainly explain the processing in the sub-control board 330 for executing the special big role performance described above. In the following, we will omit the explanation of the processing in the sub-control board 330 that is not related to the special big role performance.
[0560] (Sub-CPU initialization process of the sub-control board 330) FIG. 62 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330.
[0561] (Step S1000-1) When power is turned on, the sub-CPU 330a reads a CPU initialization processing program from the sub-ROM 330b, and initializes and sets flags and the like stored in the sub-RAM 330c.
[0562] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each effect random number, and thereafter repeats the process of step S1000-3 until an interrupt process is performed. Note that multiple types of effect random numbers are provided, and here, each effect random number is updated asynchronously.
[0563] (Sub-timer interrupt processing of the sub-control board 330) 63 is a flowchart explaining the sub-timer interrupt processing (S1100) of the sub-control board 330. The sub-control board 330 is provided with a reset clock pulse generating circuit (not shown) that generates clock pulses at a predetermined cycle (30 times per second). When this reset clock pulse generating circuit generates clock pulses, the sub-CPU 330a reads a timer interrupt processing program and starts the sub-timer interrupt processing.
[0564] (Step S1100-1) The sub CPU 330a saves the register.
[0565] (Step S1100-3) The sub CPU 330a performs processing to permit an interrupt.
[0566] (Step S1100-5) The sub-CPU 330a performs update processing of various timer counters used in the sub-control board 330. Here, unless otherwise specified, the various timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 is performed, and the decrementing stops when the counter reaches 0.
[0567] (Step S1200) The sub-CPU 330a analyzes the commands stored in the receive buffer of the sub-RAM 330c and performs various processes according to the received commands. When a command is transmitted from the main control board 300, the sub-control board 330 performs a command reception interrupt process, and the command transmitted from the main control board 300 is stored in the receive buffer. Here, the command stored in the receive buffer is analyzed by the command reception interrupt process.
[0568] (Step S1300) The sub-CPU 330a performs a time schedule management process that refers to a time table and executes a process corresponding to the time stored in the time table. Here, based on the time data set in the time table, various flags are turned on or off or commands are sent to each performance device, thereby controlling the execution of each performance, including variable performances and major role performances.
[0569] (Step S1100-9) The sub CPU 330a restores the register and ends the sub timer interrupt process.
[0570] Figure 64 is a flowchart illustrating the read-ahead designation command reception process that is executed when a read-ahead designation command is received, part of the command analysis process. As described above, the read-ahead designation command is set in the main control board 300 in Figure 30, and then transmitted to the sub-control board 330 by the sub-command transmission process of step S100-65 (see Figure 21).
[0571] (Step S1210-1) First, the sub CPU 330a analyzes the received read-ahead specification command.
[0572] (Step S1210-3) The sub-CPU330a stores the preliminary determination information based on the analysis result of the above step S1210-1. The sub-RAM330c of the sub-control board 330 is provided with a first preliminary determination information storage unit corresponding to the first special symbol reservation storage area of the main control board 300, and a second preliminary determination information storage unit corresponding to the second special symbol reservation storage area. The first preliminary determination information storage unit has four storage units, namely, a first storage unit to a fourth storage unit. The first storage unit to the fourth storage unit of the first preliminary determination information storage unit correspond to the first storage unit to the fourth storage unit of the first special symbol reservation storage area, respectively. Similarly, the second preliminary determination information storage unit has a first storage unit, and the first storage unit of this second preliminary determination information storage unit corresponds to the first storage unit of the second special symbol reservation storage area. Here, the preliminary judgment information is stored in the memory section corresponding to the memory section in which the newly reserved data is stored, among the first to fourth memory sections of the first special chart reservation memory area of the main control board 300, or the first memory section of the second special chart reservation memory area.
[0573] (Step S1210-5) The sub-CPU 330a determines whether the second special 2 reserve has been won during the long opening of the second start port 122. As a result, if the second special 2 reserve has been won during the long opening of the second start port 122, the process moves to step S1210-7, and if the second special 2 reserve has not been won during the long opening of the second start port 122, the pre-read designation command reception process is terminated.
[0574] (Step S1210-7) The sub-CPU 330a determines whether the current gaming state is the first time-shortened gaming state. If it is the first time-shortened gaming state, the sub-CPU 330a proceeds to step S1210-9. If it is not the first time-shortened gaming state, the sub-CPU 330a proceeds to step S1210-23.
[0575] (Step S1210-9) The sub-CPU 330a sets the major role effect determination table shown in FIG. 55(a).
[0576] (Step S1210-11) The sub-CPU 330a determines the content of the effect to be executed based on the big role effect determination table set in the above step S1210-9 and the stored contents of the 0th storage unit to the 1st storage unit of the second special chart reservation storage area.
[0577] (Step S1210-13) The sub-CPU 330a determines whether or not the execution of the special big role effect according to the first mode has been determined in the above step S1210-11. As a result, if the execution of the special big role effect according to the first mode has not been determined, the process proceeds to step S1210-15, and if the execution of the special big role effect according to the first mode has been determined, the process proceeds to step S1210-17.
[0578] (Step S1210-15) The sub-CPU 330a determines to execute the normal big prize performance, and moves the process to step S1210-39.
[0579] (Step S1210-17) The sub-CPU 330a turns on a first flag indicating the execution of the special big role effect according to the first mode.
[0580] (Step S1210-19) The sub-CPU 330a executes a process to start outputting the song A (for the first time) on channel 1 at a volume of "255."
[0581] (Step S1210-21) The sub-CPU 330a sets t1 in an output start timer that measures the time until the output of the musical piece A (for loop) on channel 2 starts, and moves the process to step S1210-39.
[0582] (Step S1210-23) The sub-CPU 330a determines whether the current gaming state is the second time-shortened gaming state. If the current gaming state is the second time-shortened gaming state, the sub-CPU 330a proceeds to step S1210-25. If the current gaming state is not the second time-shortened gaming state, the sub-CPU 330a ends the pre-reading command reception process.
[0583] (Step S1210-25) The sub-CPU 330a sets the major role effect determination table shown in FIG. 55(b).
[0584] (Step S1210-27) The sub-CPU 330a determines the content of the effect to be executed based on the big role effect determination table set in the above step S1210-25 and the stored contents of the 0th storage unit to the 1st storage unit of the second special chart reservation storage area.
[0585] (Step S1210-29) The sub-CPU 330a determines whether or not the execution of the special big role effect according to the second mode has been determined in step S1210-27. If the execution of the special big role effect according to the second mode has not been determined, the sub-CPU 330a proceeds to step S1210-31. If the execution of the special big role effect according to the second mode has been determined, the sub-CPU 330a proceeds to step S1210-33.
[0586] (Step S1210-31) The sub-CPU 330a continues loop playback (loop effect) of the special big role movie in the main effect display section 200a.
[0587] (Step S1210-33) The sub-CPU 330a turns on a second flag indicating the execution of the special big win effect according to the second mode.
[0588] (Step S1210-35) The sub-CPU 330a executes a process for maintaining the stoppage of the output of the musical piece A (for the first start) on the channel 1.
[0589] (Step S1210-37) The sub-CPU 330a executes processing to continue outputting the song A (for loop) on channel 2 at a volume of "255."
[0590] (Step S1210-39) The sub-CPU 330a sets the time data in the time table based on the decisions made in the above steps, and then ends the pre-read command reception process. Based on the time table set here, in step S1300-1 (described later), processing is performed to display an image on the main effect display unit 200a, output sound from the audio output device 206, and turn on the effect lighting device 204.
[0591] 65 is a flowchart explaining the variable command receiving process executed when a variable command is received in the command analysis process. As described above, the variable command is set in the main control board 300 by the special symbol variable number determination process (steps S612-13, S612-17), and then transmitted to the sub-control board 330 by the sub-command transmission process (step S100-65).
[0592] (Step S1220-1) When the variation command is received, the sub-CPU 330a first analyzes and stores the received variation pattern command.
[0593] (Step S1220-3) Sub-CPU 330a acquires the effect random number (0 to 249) updated in step S1000-3 above, and determines and stores an execution pattern for the variable effect in the latter half based on the acquired effect random number and the analysis result in step S1220-1 above.
[0594] (Step S1220-5) The sub-CPU 330a analyzes and stores the received variation mode command.
[0595] (Step S1220-7) Sub-CPU 330a acquires the effect random number (0 to 249) updated in step S1000-3 above, and determines and stores an execution pattern for the first half of the variable effect based on the acquired effect random number and the analysis result in step S1220-5 above.
[0596] (Step S1220-9) The sub-CPU 330a acquires the performance random number (0 to 249) updated in the above step S1000-3 for each preview performance, and based on the acquired performance random number and the analysis results in the above steps S1220-1 and S1220-5, it refers to each preview performance decision table to determine whether or not to execute each preview performance and the execution pattern, and stores the information.
[0597] (Step S1220-11) The sub-CPU 330a executes a shift process to shift the preliminary determination information stored in the preliminary determination information storage unit, and ends the variable command receiving process. Here, when starting a variable performance based on the special 1 reservation, the preliminary determination information stored in the fourth storage unit to the first storage unit of the first preliminary determination information storage unit is shifted to the third storage unit to the 0th storage unit of the first preliminary determination information storage unit, respectively, and when starting a variable performance based on the special 2 reservation, the preliminary determination information stored in the first storage unit of the second preliminary determination information storage unit is shifted to the 0th storage unit of the second preliminary determination information storage unit.
[0598] FIG. 66 is a flowchart illustrating the time schedule management process (step S1300).
[0599] (Step S1300-1) The sub-CPU 330a executes various effects based on the time data set in the time table.
[0600] (Step S1300-3) Sub-CPU 330a determines whether the timer value of the output start timer is greater than 0. If the timer value of the output start timer is greater than 0, the process proceeds to step S1300-5, and if the timer value of the output start timer is not greater than 0, the process proceeds to step S1300-13.
[0601] (Step S1300-5) The main CPU 300a decrements the timer value of the output start timer.
[0602] (Step S1300-7) In step S1300-5, main CPU 300a determines whether the timer value of the output start timer has been updated from 1 to 0. As a result, if it is determined that the timer value of the output start timer has been updated from 1 to 0, main CPU 300a proceeds to step S1300-9, and if it is determined that the timer value of the output start timer has not been updated from 1 to 0, main CPU 300a proceeds to step S1300-13.
[0603] (Step S1300-9) The sub-CPU 330a executes processing to continue outputting the song A (for the first start) on channel 1 at a volume of "255."
[0604] (Step S1300-11) The sub-CPU 330a executes a process to start outputting the song A (for loop) on channel 2 at a volume of "0".
[0605] (Step S1300-13) The sub CPU 330a determines whether the first flag is on or not, and if the first flag is on, the process proceeds to step S1300-15, and if the first flag is off, the process proceeds to step S1300-29.
[0606] (Step S1300-15) The sub-CPU 330a determines whether it is the timing to start the stimulating effect of the special big role effect according to the first aspect. If it is the timing to start the stimulating effect, the process proceeds to step S1300-17. If it is not the timing to start the stimulating effect, the process proceeds to step S1300-21.
[0607] (Step S1300-17) The sub-CPU 330a executes a process to stop the output of the song A (for the first start) on channel 1.
[0608] (Step S1300-19) The sub-CPU 330a executes a process to continue outputting the song A (for loop) on channel 2 at volume "0".
[0609] (Step S1300-21) The sub-CPU 330a determines whether it is the timing to start the execution of the determination effect of the special big role effect according to the first mode. If it is the timing to start the execution of the determination effect, the process proceeds to step S1300-23. If it is not the timing to start the execution of the determination effect, the process proceeds to step S1300-29.
[0610] (Step S1300-23) The sub-CPU 330a executes a process for continuing to stop the output of the music piece A (for the first start) on channel 1.
[0611] (Step S1300-25) The sub-CPU 330a executes processing to continue outputting the song A (for loop) on channel 2 at a volume of "255."
[0612] (Step S1300-27) The sub CPU 330a turns off the first flag.
[0613] (Step S1300-29) The sub-CPU 330a determines whether the second flag is on or not, and if the second flag is on, the process proceeds to step S1300-31, and if the second flag is off, the time schedule management process ends.
[0614] (Step S1300-31) The sub-CPU 330a determines whether it is the timing to start the stimulating effect of the special big role effect according to the second aspect. If it is the timing to start the stimulating effect, the process proceeds to step S1300-33. If it is not the timing to start the stimulating effect, the process proceeds to step S1300-37.
[0615] (Step S1300-33) The sub-CPU 330a executes a process for continuing to stop the output of the music piece A (for the first start) on channel 1.
[0616] (Step S1300-35) The sub-CPU 330a executes a process to continue outputting the song A (for loop) on channel 2 at volume "0".
[0617] (Step S1300-37) The sub-CPU 330a determines whether it is the timing to start the execution of the determination effect of the special big role effect according to the second mode. If it is the timing to start the execution of the determination effect, the process proceeds to step S1300-39. If it is not the timing to start the execution of the determination effect, the time schedule management process is terminated.
[0618] (Step S1300-39) The sub-CPU 330a executes a process for continuing to stop the output of the music piece A (for the first start) on channel 1.
[0619] (Step S1300-41) The sub-CPU 330a executes processing to continue outputting the song A (for loop) on channel 2 at a volume of "255."
[0620] (Step S1300-43) The sub CPU 330a turns off the second flag.
[0621] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.
[0622] In the above embodiment, the game state is changed to a non-time-saving game state at the start of the special and normal game state. However, the game state may also be changed at the end of the special or normal game state. For example, if a player wins a small prize in the time-saving game state but does not win a Type 2 jackpot, the game state at the start of the special game state may be reset after the small prize game ends. In the above embodiment, the number of special 2 time-saving times set as the time-saving end condition is one, which is less than the number of special 2 time-saving times that can be acquired in one supplemental game. However, the number of special 2 time-saving times set in each time-saving counter as the time-saving end condition in the above embodiment is merely an example, and the design may be modified as appropriate within the scope of realizing the above gameplay characteristics.
[0623] In addition, in the above embodiment, the winning probability of the normal symbol L is different between the first time-shortened game state and the second time-shortened game state. However, the winning probability of the normal symbol L may be the same. In other words, only the number of times the normal symbol time is shortened may be different between the first time-shortened game state and the second time-shortened game state. In addition, in the above embodiment, the number of times the normal symbol time is shortened may be the same between the first time-shortened game state and the second time-shortened game state. In any case, it is sufficient that any of the game progress conditions is different between the first time-shortened game state and the second time-shortened game state.
[0624] In addition, in the above embodiment, only small win symbols are provided as winning symbols, but only big win symbols may be provided as winning symbols, or small win symbols and big win symbols may be provided. That is, in the above embodiment, the case where the present invention is applied to a type 2 gaming machine is described, but the present invention can also be applied to a type 1 gaming machine and a type 1 / type 2 mixed gaming machine.
[0625] Furthermore, in the above embodiment, song A (for looping) has a playback time of "0:00" to "3:00," song A (for starting the first time) has a playback time of "0:00" to "0:30," and song A (for starting the first time) is an excerpt of song A up to the chorus, but this is not limited to this. For example, song A (for starting the first time) may be an excerpt of song A up to the chorus to which predetermined sound effects or sound effects have been added. In other words, the data from "0:00" to "0:30" of song A (for starting the first time) and the data from "0:00" to "0:30" of song A (for looping) may have at least a portion in common and at least a portion different.
[0626] Furthermore, the playback time of song A (for the first playback) may be changed by processing the portion of song A up to the chorus, such as by applying a predetermined music arrangement, changing the playback speed, or changing the tempo or rhythm. In other words, when the portion of song A up to the chorus is extracted, the playback time of song A (for the first playback) is originally 30 seconds, but by applying predetermined processing, the playback time may be less than 30 seconds or longer. However, it is desirable that the total time of the playback time of song A (for the first playback) and time t1 (FIG. 59), which is the execution period of the hype effect, be longer than the first period (FIG. 59) during which song A (for loop) on channel 2 is output in a muted state.
[0627] Furthermore, in the above embodiment, a case has been described in which the audio of song A becomes inaudible just before the chorus of song A immediately before the execution of the hype performance, song A becomes inaudible during the hype performance, and when the execution of the hype performance ends and the decision performance begins, audio becomes audible from the chorus of song A. However, this is not limited to this. For example, if song A has an A verse, a B verse, a chorus 1, a C verse, a D verse, and a chorus 2, the audio of song A may become inaudible just before the B verse of song A immediately before the execution of the hype performance, song A becomes inaudible during the hype performance, and when the execution of the hype performance ends and the decision performance begins, audio may become audible from the B verse of song A. Similarly, the audio of song A may become inaudible just before the C verse or D verse of song A immediately before the execution of the hype performance, song A becomes inaudible during the hype performance, and when the execution of the hype performance ends and the decision performance begins, audio may become audible from the C verse or D verse of song A. In other words, just before the hype performance is executed, the audio of song A becomes inaudible at a predetermined point in song A, and song A becomes inaudible during the hype performance, and when the execution of the hype performance ends and the decision performance begins, the audio becomes audible from a predetermined point in song A.
[0628] Alternatively, immediately before the execution of the hype performance, the audio of song A may become inaudible just before the B melody of song A, song A may become inaudible during the hype performance, and when the execution of the hype performance ends and the decision performance begins, audio may be heard from chorus 1 of song A. Also, immediately before the execution of the hype performance, the audio of song A may become inaudible just before the D melody of song A, song A may become inaudible during the hype performance, and when the execution of the hype performance ends and the decision performance begins, audio may be heard from chorus 2 of song A. In other words, immediately before the execution of the hype performance, the audio of song A may become inaudible at a first point in song A, song A may become inaudible during the hype performance, and when the execution of the hype performance ends and the decision performance begins, audio may be heard from a second point after the first point in song A.
[0629] In the above embodiment, the number of special 2 reserved characters (X2) that can be stored in the second special symbol reserved memory area is set to 1, but this is not limited to this. The number of special 2 reserved characters (X2) that can be stored in the second special symbol reserved memory area may be set to 0, or may be set to 2 or more.
[0630] In the above embodiment, when a special big role effect is executed for the first time (first time) from a state where no special big role effect has been executed, the special big role effect is executed in the first mode. When a special big role effect is executed again from a state where a special big role effect has been executed, that is, when a special big role effect is executed for the second or subsequent time, the special big role effect is executed in the second mode. However, each time a special big role effect is executed, at least some of the special big role effects may be executed in a different mode. That is, the number of execution modes of the special big role effect may be three or more. For example, if the number of special 2 reserves (X2) that can be stored in the second special symbol reserve memory area is set to two or more, the number of execution modes of the special big role effect may be three or more. For example, the number of special 2 variable rights that can be acquired during auxiliary play may be the same as the number of execution modes of the special big role effect.
[0631] In addition, a suggestion effect may be executed in the special big role effect to notify or suggest in advance the presentation mode of the decision effect, that is, whether the first image or the second image will definitely be displayed.
[0632] Moreover, in the above embodiment, in the first time-shortened gaming state, when at least one special symbol Z3 is included in two special 2 reserves, the case where the special big role performance can be executed (started) has been shown.
[0633] In the above embodiment, in the first time-saving game state, the special big role effect can be executed (started) during fluctuations based on the special 2 reserve. However, the special big role effect may be started after the start of the small win game or the big role game.
[0634] In addition, in the above embodiment, the volume of song A (for loop) output on channel 2 is set to "0" so that it cannot be heard by the player, but the volume of song A (for loop) output on channel 2 may be set to a predetermined value below "244" instead of "0" so that it is difficult for the player to hear.
[0635] Furthermore, in the above embodiment, the case where the volume of music A (for loop) output on channel 2 is set to "0" when the execution of the special big role performance according to the first mode is started is shown, but music A (for loop) output on channel 2 may also be output in a predetermined performance other than the special big role performance. For example, when a predetermined performance other than the special big role performance (for example, a normal big role performance) starts, the volume may be set to ON (for example, volume "255") from the start of the execution of the predetermined performance.
[0636] Furthermore, in the above embodiment, only one large prize opening 128 is provided, but multiple large prize openings may be provided. In this case, for example, the first large prize opening with the specific area 140b may be opened during a small win game, and the second large prize opening without the specific area 140b may be opened during a big win game. Furthermore, the first large prize opening and the second large prize opening may have different numbers of prize balls. For example, the number of prize balls paid out when a game ball enters the first large prize opening may be set to be less than the number of prize balls paid out when a game ball enters the second large prize opening.
[0637] In any event, the present invention provides a sound output device that includes a performance execution means (in the above embodiment, as an example, a sub-CPU 330a that executes the processes of FIGS. 64 and 66) and a sound output control unit that can output sounds of a specific channel (in the above embodiment, as an example, channel 2) and a predetermined channel (in the above embodiment, as an example, channel 1), and the performance execution means can execute a performance that can be executed multiple times in different modes within a predetermined period (in the above embodiment, as an example, a special big role performance), and the sound output control unit, when a performance of a predetermined mode (in the above embodiment, as an example, a special big role performance according to a first mode) is executed within the predetermined period, outputs sounds of a specific channel (in the above embodiment, as an example, a channel 1) over a first period (in the above embodiment, as an example, the first period shown in FIG. 59). Any gaming machine may be used which limits the volume of a specific channel (channel 2, for example, channel 1) during a first period, and is capable of outputting a predetermined sound (in the above embodiment, as an example, song A (for the start of the first play)) on a predetermined channel (in the above embodiment, as an example, channel 1), and which limits the volume of a specific channel (in the above embodiment, as an example, the second period shown in Figure 61) that is shorter than the first period when a performance (in the above embodiment, as an example, special big role performance) is executed a predetermined number of times (in the above embodiment, as an example, twice) during the predetermined period (in the above embodiment, as an example, the volume of channel 2 is set to "0"), and does not output a predetermined sound (in the above embodiment, as an example, song A (for the start of the first play)) on a predetermined channel (in the above embodiment, as an example, channel 1) during the second period. [Explanation of symbols]
[0638] 100 gaming machines 300 Main control board 300a Main CPU 300b Main ROM 300c main RAM 330 Sub-control board 330a Sub CPU 330b Sub ROM 330c sub RAM
Claims
[Claim 1] A performance execution means; a sound output control unit capable of outputting sounds of a specific channel and a predetermined channel from a sound output device; Equipped with The performance execution means It is possible to execute effects that can be executed multiple times in different modes within a predetermined period of time, The sound output control unit When a predetermined mode of effect is executed during the predetermined period, the volume of the specific channel is limited over a first period, and a predetermined sound of the specific channel can be output during the first period; A gaming machine characterized in that, when a presentation is executed a predetermined number of times during the predetermined period, the volume of the specific channel is limited for a second period shorter than the first period, and the predetermined sound of the specific channel is not output during the second period.
Citation Information
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