Game machine

The gaming machine simplifies performance management by storing execution modes to reduce complexity and enhance player anticipation through consistent effects execution, addressing repetitive performance complications.

JP2025147637APending Publication Date: 2025-10-07HEIWA CORP
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2024047984
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-25
Publication Date
2025-10-07

AI Technical Summary

Technical Problem

Existing gaming machines face the risk of processing complexity due to repetitive performance effects, which can complicate the management of presentations.

Method used

The gaming machine employs a performance determination means to store execution modes in a predetermined storage area, allowing for the execution of first and second effects based on the same information, with higher expectation when execution modes are the same, and enabling the execution of second effects without requiring additional lottery processes.

Benefits of technology

This approach reduces the risk of processing complexity by simplifying the management of performance presentations, enhancing player anticipation through consistent execution modes.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025147637000001_ABST
    Figure 2025147637000001_ABST
Patent Text Reader

Abstract

To restrain a risk of complexity in processing for managing a performance.SOLUTION: A game machine comprises: performance determination means for storing information showing an execution mode of a determined performance in a predetermined storage area; and performance execution means for executing a performance on the basis of information stored in the predetermined storage area. The performance execution means can execute the first performance on the basis of information stored in the predetermined storage area, and can execute a second performance on the basis of information stored in the same predetermined area as that referenced in execution of the first performance, and a degree of expectation is higher when an execution mode is common than when the execution mode is different in the first performance and the second performance.SELECTED DRAWING: Figure 62
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] In the past, gaming machines have been popular in which the results of a jackpot determination are suggested to the player through variable effects. The variable effects are composed of various elemental effects, such as preview effects, and the reliability of the jackpot is suggested by the presence or absence and execution pattern of each elemental effect.

[0003] For example, Prior Art Document 1 discloses a gaming machine in which the more times the same type of effect is executed, the more chances there are to win. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Publication No. 2023-014258 Summary of the Invention [Problem to be solved by the invention]

[0005] According to the gaming machine described above, the same effect is repeatedly performed, but there is a risk that the processing required to repeatedly perform the same effect will become complicated.

[0006] The present invention aims to provide a gaming machine that can reduce the risk of the processes for managing presentations becoming complicated. [Means for solving the problem]

[0007] In order to solve the above problems, the gaming machine of the present invention comprises: A performance determination means for storing information indicating the determined performance execution mode in a predetermined storage area; a performance execution means for executing a performance based on the information stored in the predetermined storage area; Equipped with The performance execution means execute a first performance based on the information stored in the predetermined storage area; A second effect can be executed based on the information stored in the same predetermined area as that referenced when executing the first effect, The first and second performances are characterized in that the degree of expectation is higher when the execution modes are the same than when the execution modes are different.

[0008] In addition, the effect determination means Execute a predetermined lottery process to execute the first effect, The predetermined lottery process does not need to be executed in order to execute the second effect.

[0009] In addition, the effect determination means Storing the information in the predetermined storage area in order to execute the first performance; It is not necessary to store the information in the predetermined memory area in order to execute the second performance.

[0010] In order to solve the above problems, the gaming machine of the present invention comprises: A performance determination means for determining a performance execution mode; a performance execution means for executing a performance based on information indicating a performance execution mode; Equipped with The performance execution means Based on the information, a first performance is executed. A second effect can be executed based on the same information as that of the first effect, The first and second performances are characterized in that the degree of expectation is higher when the execution modes are the same than when the execution modes are different. [Effects of the Invention]

[0011] According to the present invention, it is possible to suppress the risk of the processing for managing the performance becoming complicated. [Brief explanation of the drawings]

[0012] [Figure 1] 1 is an oblique view of the gaming machine showing the door in an open state according to the present embodiment. FIG. [Figure 2] FIG. 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 3] 1 is a block diagram of a gaming machine according to an embodiment of the present invention. [Figure 4] 1 is an address map of a memory area used by a main CPU according to the present embodiment. [Figure 5] This is a diagram explaining the random number judgment table for determining a jackpot when the probability is low in this embodiment. [Figure 6] This is a diagram explaining the random number judgment table for determining a high probability jackpot in this embodiment. [Figure 7] 10 is a diagram illustrating a winning symbol random number determination table according to the present embodiment. FIG. [Figure 8] 10 is a diagram illustrating a reach group determination random number determination table according to the present embodiment. FIG. [Figure 9] 10 is a diagram illustrating a reach mode determination random number judgment table according to the present embodiment. FIG. [Figure 10] A figure explaining a fluctuation pattern random number determination table related to this embodiment. [Figure 11] FIG. 10 is a diagram illustrating a variable time determination table according to the present embodiment. [Figure 12] FIG. 10 is a diagram illustrating a special electric accessory activation ram set table according to this embodiment. [Figure 13] 10 is a diagram illustrating a game status setting table for setting the game status after the end of a big win game according to this embodiment. FIG. [Figure 14] 10 is a diagram illustrating a winning determination random number judgment table according to the present embodiment. FIG. [Figure 15] 10A is a diagram illustrating a normal symbol fluctuation time data table according to this embodiment, and FIG. 10B is a diagram illustrating an opening / closing control pattern table according to this embodiment. [Figure 16]10 is a diagram illustrating a gaming machine status flag according to the present embodiment. FIG. [Figure 17] 10 is a first flowchart illustrating a CPU initialization process in the main control board according to the present embodiment. [Figure 18] 10 is a second flowchart illustrating the CPU initialization process in the main control board according to the present embodiment. [Figure 19] 10 is a flowchart illustrating a sub-command group set process in the main control board according to the present embodiment. [Figure 20] 10 is a flowchart illustrating a power-off evacuation process in the main control board according to the present embodiment. [Figure 21] 10 is a flowchart illustrating a timer interrupt process in the main control board according to the present embodiment. [Figure 22] 10 is a flowchart illustrating setting-related processing in a main control board according to the present embodiment. [Figure 23] 10 is a flowchart illustrating a switch management process in the main control board according to the embodiment. [Figure 24] 10 is a flowchart illustrating gate passage processing in the main control board according to the present embodiment. [Figure 25] 10 is a flowchart illustrating the first starting port passing process in the main control board according to this embodiment. [Figure 26] 10 is a flowchart illustrating the second starting port passing process in the main control board according to this embodiment. [Figure 27] 10 is a flowchart illustrating the special pattern random number acquisition process in the main control board according to this embodiment. [Figure 28] 10 is a flowchart illustrating the acquisition time performance determination process in the main control board according to the present embodiment. [Figure 29] 10 is a diagram illustrating a special game management phase according to the present embodiment. FIG. [Figure 30] 10 is a flowchart illustrating the special game management process in the main control board according to the present embodiment. [Figure 31]10 is a flowchart illustrating the special symbol change waiting process in the main control board according to this embodiment. [Figure 32] 10 is a flowchart illustrating the special symbol winning determination process in the main control board according to this embodiment. [Figure 33] 10 is a flowchart illustrating the special pattern variable number determination process in the main control board according to this embodiment. [Figure 34] This is a flowchart explaining the processing during special pattern fluctuation in the main control board according to this embodiment. [Figure 35] 10 is a flowchart illustrating the special symbol stop symbol display processing in the main control board according to the present embodiment. [Figure 36] 10 is a flowchart illustrating a variable state update process in the main control board according to the present embodiment. [Figure 37] This is a flowchart explaining the processing before opening the large prize opening on the main control board in this embodiment. [Figure 38] This is a flowchart explaining the large prize opening / closing switching process in the main control board according to this embodiment. [Figure 39] This is a flowchart explaining the large prize opening control process on the main control board according to this embodiment. [Figure 40] This is a flowchart explaining the large prize opening closure validity processing in the main control board according to this embodiment. [Figure 41] This is a flowchart explaining the large prize opening end wait processing in the main control board according to this embodiment. [Figure 42] FIG. 10 is a diagram illustrating the normal game management phase according to this embodiment. [Figure 43] 10 is a flowchart illustrating the normal game management processing in the main control board according to this embodiment. [Figure 44] This is a flowchart explaining the normal pattern change waiting process in the main control board according to this embodiment. [Figure 45] This is a flowchart explaining the processing during normal pattern fluctuation in the main control board according to this embodiment. [Figure 46] 10 is a flowchart illustrating the normal symbol stop symbol display processing in the main control board according to this embodiment. [Figure 47] This is a flowchart explaining the pre-opening processing of the normal electric device winning slot on the main control board in this embodiment. [Figure 48] This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board in this embodiment. [Figure 49] This is a flowchart explaining the control process for opening the winning opening of a normal electric device on the main control board in this embodiment. [Figure 50] This is a flowchart explaining the normal electric device winning opening closure validity processing on the main control board in this embodiment. [Figure 51] This is a flowchart explaining the normal electric role winning slot end wait processing in the main control board in this embodiment. [Figure 52] A figure explaining an example of a change presentation of a no-reach change pattern in this embodiment. [Figure 53] FIG. 10 is a diagram illustrating an example of a variation effect of a normal reach variation pattern according to this embodiment. [Figure 54] FIG. 10 is a diagram illustrating an example of the change presentation of the development reach change pattern when a miss occurs in this embodiment. [Figure 55] This is a diagram illustrating an example of the change presentation of the development reach change pattern at the time of a jackpot in this embodiment. [Figure 56] FIG. 10 is a diagram illustrating an example of a pseudo-continuous reach fluctuation pattern fluctuation presentation according to this embodiment. [Figure 57] FIG. 10 is a diagram illustrating an example of a change presentation of a deja vu change pattern according to this embodiment. [Figure 58] FIG. 10 is a diagram illustrating a variable performance determination table according to the present embodiment. [Figure 59] A figure explaining an example of a preview performance related to this embodiment. [Figure 60] 10 is a diagram illustrating a preview performance determination table according to the present embodiment. FIG. [Figure 61] 10 is a diagram illustrating a special effect determination table according to the present embodiment. FIG. [Figure 62] FIG. 10 is a diagram illustrating an example of the manner in which a change effect is executed in a deja vu change pattern. [Figure 63] A diagram explaining the operation buffer and performance buffer provided on the sub-control board. [Figure 64] FIG. 10 is a first diagram illustrating the flow of storing performance element information from the performance buffer to the operation buffer. [Figure 65] FIG. 2 is a second diagram illustrating the flow of storing performance element information from the performance buffer to the operation buffer. [Figure 66] FIG. 10 is a diagram illustrating a master table for deja vu fluctuation patterns. [Figure 67] 10 is a flowchart illustrating a sub-CPU initialization process on the sub-control board. [Figure 68] 10 is a flowchart illustrating a sub-timer interrupt process in the sub-control board. [Figure 69] 10 is a flowchart illustrating a sub-main process in the sub-control board. [Figure 70] 10 is a flowchart illustrating a time schedule management process in an act part. DETAILED DESCRIPTION OF THE INVENTION

[0013] 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.

[0014] To facilitate understanding of the embodiment of the present invention, the mechanical configuration, electrical configuration, and specific processing on each board of the gaming machine according to this embodiment will be described.

[0015] 1 is a perspective view of a gaming machine 100 according to this embodiment, showing the door in an open state. 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.

[0016] 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.

[0017] 2 is a front view of the gaming machine 100 according to this embodiment. As shown in this figure, 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. The gaming ball thus fired rises between rails 114a and 114b provided on the gaming board 108 and is guided to a playing area 116.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] 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 player can execute a major or minor winning game advantageous to the player, and the type of gaming state the player will be in after that. 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.

[0022] 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.

[0023] 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.

[0024] Specifically, second start opening 122 is provided with a movable piece 122b that can be opened and closed, and when this movable piece 122b is in a closed state, it is impossible or difficult for game balls to enter second start opening 122. Note that the specific configuration of second start opening 122 is not particularly limited, but here, movable piece 122b is recessed into the back side of game board 108 in the closed state, and protrudes into the front side of game board 108 in the open state. In the closed state with movable piece 122b recessed, second start opening 122 is closed, and game balls flow down the front side of second start opening 122.

[0025] In contrast, when a gaming ball passes through gates 124 provided in the first gaming area 116a and the second gaming area 116b, or when a gaming ball enters the normal symbol operating port 125 provided in the second gaming area 116b, it is determined whether or not to execute an auxiliary game in which the second starting port 122 is opened, and if it is determined that an auxiliary game will be executed, the auxiliary game is executed in which the second starting port 122 is controlled to open and close. More specifically, on the condition that a gaming ball has passed through the gate 124 or entered the normal symbol operating port 125, a lottery for a normal symbol, which will be described later, is held, and if a winning symbol is selected in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.

[0026] In the open state in which the movable piece 122b protrudes, game balls flowing down the front side of the second starting opening 122 fall onto the movable piece 122b. The game balls that fall onto the movable piece 122b are guided by the movable piece 122b and led to the second starting opening 122. In this way, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray that leads the game balls to the second starting opening 122, making it easier for the game balls to enter the second starting opening 122.

[0027] Furthermore, a first large prize opening 126 and a second large prize opening 128 are provided at the bottom of the gaming area 116. The first large prize opening 126 and the second large prize opening 128 are positioned so that at least gaming balls flowing down the second gaming area 116b can enter them. An opening / closing door 126b is provided at the first large prize opening 126 so that the opening / closing door 126b can open and close. Normally, the opening / closing door 126b closes the first large prize opening 126, preventing gaming balls from entering the first large prize opening 126. In contrast, when the aforementioned small prize game is executed, the opening / closing door 126b opens and functions as a tray, allowing gaming balls to enter the first large prize opening 126. When a gaming ball enters the first large prize opening 126, a predetermined number of prize balls are paid out to the player.

[0028] Furthermore, the second large prize opening 128 is provided with an openable / closable door 128b, and normally the openable / closable door 128b closes the second large prize opening 128, preventing game balls from entering the second large prize opening 128. In contrast, when the aforementioned big prize game is executed, the openable / closable door 128b opens and functions as a tray, allowing game balls to enter the second large prize opening 128. When a game ball enters the second large prize opening 128, a predetermined number of prize balls are paid out to the player. The first large prize opening 126 and the second large prize opening 128 are also collectively referred to simply as the large prize openings.

[0029] In addition, at the bottom of the game area 116, there is a discharge 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, the first large prize opening 126, or the second large prize opening 128 from the game area 116 to the back side of the game board 108.

[0030] 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.

[0031] The effect display device 200 includes a main effect display unit 200a and a sub-effect display unit 201a, each of which is made up of an image display unit that displays images. The main effect display unit 200a is located approximately in the center of the gaming board 108 and is visible from the front side of the gaming machine 100. As shown in the figure, the main effect display unit 200a displays effect symbols 210a, 210b, and 210c in a variable manner, and a variable effect is executed in which the result of the big role lottery is notified to the player depending on the stop display mode of each of these effect symbols 210a, 210b, and 210c. The sub-effect display unit 201a is located above the main effect display unit 200a and displays auxiliary effect images during the variable effect.

[0032] The performance device 202 is positioned in front of the main performance display section 200a and is normally retracted to the rear side of the game board 108, but when the above-mentioned performance patterns 210a, 210b, 210c are being displayed in a changing manner, it moves to the front of the main performance display section 200a, giving the player a sense of anticipation of a big win.

[0033] 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.

[0034] The sound output device 206 is provided at the upper position of the front frame 106 or at the lowermost 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.

[0035] 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.

[0036] The cross key 209 is composed of four buttons, an up button, a down button, a left button, and a right button, which are pressed by the player, and is provided near the effect button 208. The effect button 208 and the cross key 209 may also be used when making various settings.

[0037] 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.

[0038] 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.

[0039] (Internal configuration of control means) FIG. 3 is a block diagram showing the internal configuration of the control means for controlling the progress of the game according to this embodiment.

[0040] 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.

[0041] The gaming machine 100 of this embodiment is broadly divided into a special game that is started by a gaming ball entering the first start port 120 or the second start port 122, and a normal game that is started by a gaming ball passing through the gate 124 (entering the normal operation port 125). 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.

[0042] 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 general prize opening detection switch 125s that detects when a game ball enters the general prize opening 125, a first large prize opening detection switch 126s that detects when a game ball enters the first large prize opening 126, a second large prize opening detection switch 128s that detects when a game ball enters the second large prize opening 128, 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.

[0043] 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, the first large winning opening 126, and the second large 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 equipment of the game parlor. 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.

[0044] In addition, the main control board 300 is connected to a normal electric role solenoid 122c that operates the movable piece 122b of the second starting opening 122, a first large prize opening solenoid 126c that operates the opening and closing door 126b that opens and closes the first large prize opening 126, and a second large prize opening solenoid 128c that operates the opening and closing door 128b that opens and closes the second large prize opening 128, and the main control board 300 controls the opening and closing of the second starting opening 122, the first large prize opening 126 and the second large prize opening 128.

[0045] 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.

[0046] 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.

[0047] 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. As will be described in detail later, in the gaming machine 100 of this embodiment, one of six setting values ​​with different degrees of advantage is stored as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value.

[0048] 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.

[0049] 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.

[0050] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] The sub-control board 330 mainly controls various effects during game play, standby, etc. The sub-control board 330 includes a sub-CPU 330a, an acting section 340, a sub-ROM 330b, a sub-RAM 330c, and an 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 and input signals from a timer, and also controls the execution of effects. At this time, the sub-RAM 330c functions as a data work area during the arithmetic processing of the sub-CPU 330a. The sub-CPU 330a also functions as an acting section 340 that manages the time of effects to be displayed on the main effect display section 200a.

[0057] Specifically, the sub-control board 330 controls image display to display images on the main performance display unit 200a and the sub performance display unit 201a. The sub-ROM 330b stores a large number of various image data to be displayed on the main performance display unit 200a and the sub performance display unit 201a, 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 performance display unit 200a and the sub performance display unit 201a.

[0058] 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 a stage button detection switch 208s that detects that the stage button 208 has been pressed, and a cross key detection switch 209s that detects that the cross key 209 has been pressed, the sub-control board 330 performs a predetermined process.

[0059] 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.

[0060] Fig. 4 is an address map of the memory area used by the main CPU 300a according to this embodiment. In Fig. 4, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 4, 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.

[0061] 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).

[0062] 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).

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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).

[0067] 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.

[0068] 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).

[0069] 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.

[0070] 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.

[0071] 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.

[0072] Next, the game in the gaming machine 100 of this embodiment will be described together with various tables stored in the main ROM 300b.

[0073] As described above, the gaming machine 100 of this embodiment allows two types of games, special games and normal games, to proceed in parallel, and the game state when these two games are proceeding is one of the game states that combines either a low probability game state or a high probability game state with either a non-time-saving game state or a time-saving game state.

[0074] Details of each game state will be described later, but the low probability game state is a game state in which the probability of acquiring the right to play a big role game in which the first large prize slot 126 and the second large prize slot 128 are opened is set low, and the high probability game state is a game state in which the probability of acquiring the right to play a big role game is set high.

[0075] Furthermore, the non-time-shortened gaming state is a gaming state in which the movable piece 122b is less likely to be in the open state and the gaming ball is less likely to enter the second starting opening 122, and the time-shortened 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-shortened gaming state and the gaming ball is more likely to enter the second starting opening 122. The initial state of the gaming machine 100 is set to the low-probability gaming state and the non-time-shortened gaming state, and this gaming state is referred to as the normal gaming state in this embodiment.

[0076] When a 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 (hereinafter referred to as a "big prize lottery") is held to determine whether or not the player will receive a gaming profit. If a big prize or a small prize is won in this big prize lottery, the first big prize opening 126 and the second big prize opening 128 are opened and a big prize game or a small prize game is executed in which gaming balls can enter the first big prize opening 126 and the second big prize opening 128. Furthermore, the gaming state after the big prize game ends is set to one of the gaming states described above. The big prize lottery method will be described below.

[0077] 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 (jackpot 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.

[0078] 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 and the second special symbol reservation memory area each have four memory sections (first to fourth memory sections). When a gaming 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, and when a gaming ball enters the second starting hole 122, the special symbol 2 reservation is stored in order from the first memory section of the second special symbol reservation memory area.

[0079] 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 sections of the first special chart reservation storage area, a special 1 reservation is stored in the first storage section. Also, for example, when 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 sections, the special 1 reservation is stored in the fourth storage section. Also, when a gaming ball enters the second starting hole 122, similarly to the above, a special 2 reservation is stored in the storage section with the smallest number (ordinal number) among the first to fourth storage sections of the second special chart reservation storage area, in which a special 2 reservation is not stored.

[0080] However, the number of special 1 reserves (X1) and the number of special 2 reserves (X2) that can be stored in the first special chart reserve memory area and the second special chart reserve memory area are each set to four. Therefore, for example, when a gaming ball enters the first starting hole 120, if four special 1 reserves are already stored in the first special chart reserve memory area, no new special 1 reserves will be stored by the entry of the gaming ball into the first starting hole 120. Similarly, when a gaming ball enters the second starting hole 122, if four special 2 reserves are already stored in the second special chart reserve memory area, no new special 2 reserves will be stored by the entry of the gaming ball into the second starting hole 122.

[0081] 5 is a diagram illustrating the low probability jackpot determination random number judgment table according to this embodiment. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one jackpot determination random number is obtained from the range of 0 to 65535. Then, when the big win lottery starts, that is, when the jackpot determination is made, a jackpot determination random number judgment table is selected according to the game state, and the big win lottery is made using the selected jackpot determination random number judgment table and the obtained jackpot determination random number.

[0082] In a low probability game state, when starting a lottery for a special 1 reserve and a special 2 reserve, a low probability jackpot determination random number judgment table is referenced. Here, in this embodiment, six levels of setting values ​​with different degrees of advantage are provided, and a low probability jackpot determination random number judgment table is provided for each setting value. During play, the setting value is set to one of the six levels, and the lottery for a big role is performed by referring to the low probability jackpot determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).

[0083] When the game is in a low probability game state and the setting value is set to 1 (registered setting value = 1), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table a shown in Figure 5 (a). According to this low probability jackpot determination random number determination table a, a jackpot is determined if the jackpot determination random number is between 10001 and 10218, a small jackpot is determined if the jackpot determination random number is between 20001 and 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the probability of a jackpot is approximately 1 / 300.6, and the probability of a small jackpot is approximately 1 / 50.

[0084] When the game is in a low probability game state and the setting value is set to 2 (registered setting value = 2), a lottery for a major role is performed by referring to the low probability jackpot determination random number judgment table b shown in Figure 5 (b). According to this low probability jackpot determination random number judgment table b, a jackpot is determined if the jackpot determination random number is 10001 to 10225, a small jackpot is determined if the jackpot determination random number is 20001 to 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 291.2, and the small jackpot probability is approximately 1 / 50.

[0085] When the game is in a low probability game state and the setting value is set to 3 (registered setting value = 3), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table c shown in Figure 5 (c). According to this low probability jackpot determination random number determination table c, a jackpot is determined if the jackpot determination random number is 10001 to 10232, a small jackpot is determined if the jackpot determination random number is 20001 to 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 282.4, and the small jackpot probability is approximately 1 / 50.

[0086] When the game is in a low probability game state and the setting value is set to 4 (registered setting value = 4), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table d shown in Figure 5 (d). According to this low probability jackpot determination random number determination table d, a jackpot is determined if the jackpot determination random number is 10001 to 10239, a small jackpot is determined if the jackpot determination random number is 20001 to 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 274.2, and the small jackpot probability is approximately 1 / 50.

[0087] When the game is in a low probability game state and the setting value is set to 5 (registered setting value = 5), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table e shown in Figure 5 (e). According to this low probability jackpot determination random number determination table e, a jackpot is determined if the jackpot determination random number is between 10001 and 10246, a small jackpot is determined if the jackpot determination random number is between 20001 and 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 266.4, and the small jackpot probability is approximately 1 / 50.

[0088] When the game is in a low probability game state and the setting value is set to 6 (registered setting value = 6), a lottery for a major role is performed by referring to the low probability jackpot determination random number judgment table f shown in Figure 5 (f). According to this low probability jackpot determination random number judgment table f, a jackpot is determined if the jackpot determination random number is between 10001 and 10253, a small jackpot is determined if the jackpot determination random number is between 20001 and 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 259.0, and the small jackpot probability is approximately 1 / 50.

[0089] 6 is a diagram illustrating the high probability jackpot determination random number judgment table according to this embodiment. In a high probability game state, when starting a lottery for special 1 reserve and special 2 reserve, the high probability jackpot determination random number judgment table is referenced. The high probability jackpot determination random number judgment table is also provided for each setting value, just like the low probability jackpot determination random number judgment table.

[0090] When the game is in a high probability game state and the setting value is set to 1 (registered setting value = 1), a lottery for a major role is performed by referring to the high probability jackpot determination random number determination table a shown in Figure 6 (a). According to this high probability jackpot determination random number determination table a, a jackpot is determined if the jackpot determination random number is 10001 to 10620, a small jackpot is determined if the jackpot determination random number is 20001 to 21310, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the probability of a jackpot is approximately 1 / 105.7, and the probability of a small jackpot is approximately 1 / 50.

[0091] Similarly, when the game is in a high probability game state and the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big win lottery is performed by referring to the high probability jackpot determination random number judgment tables b to f shown in Figures 6(b) to (f). According to these high probability jackpot determination random number judgment tables b to f, a jackpot is determined when the jackpot determination random number is the value shown in the table. Therefore, when the setting value is 2 to 6, the jackpot probability is approximately 1 / 102.4 to 1 / 91.0, respectively, and the small jackpot probability is approximately 1 / 50.

[0092] As described above, the big prize lottery is conducted according to the registered setting value. At this time, the probability of winning the big prize differs according to the registered setting value, and when the registered setting value is large, it is easier to win the big prize than when the registered setting value is small. Here, even if the registered setting value differs, the probability of winning the small prize does not change, but the probability of winning the small prize may be different for each registered setting value. Also, a small prize is not required, and only either a big prize or a loss may be determined in the big prize lottery.

[0093] Also, here, the probability of winning a jackpot in both the low-probability gaming state and the high-probability gaming state differs depending on the registered setting value, but it is also possible to make it so that only the probability of winning a jackpot in either the low-probability gaming state or the high-probability gaming state differs depending on the registered setting value.

[0094] FIG. 7 is a diagram illustrating a winning symbol random number determination table according to this embodiment. 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. When the result of the major role lottery is a "big win" or 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. If a "big win" is won by the special 1 reserved symbol, the special 1 winning symbol random number determination table a is selected, as shown in FIG. 7(a). If a "small win" is won by the special 1 reserved symbol, the special 1 winning symbol random number determination table b is selected, as shown in FIG. 7(b). If a "big win" is won by the special 2 reserved symbol, the special 2 winning symbol random number determination table a is selected, as shown in FIG. 7(c). If a "small win" is won by the special 2 reserved symbol, the special 2 winning symbol random number determination table b is selected, as shown in FIG. 7(d). In the following, the special pattern determined by the winning pattern random number, i.e., the special pattern determined when a big win determination result is obtained, will be called the big win pattern, the special pattern determined when a small win determination result is obtained will be called the small win pattern, and the special pattern determined when a loss determination result is obtained will be called the loss pattern.

[0095] According to the special 1 winning symbol random number determination table a shown in Fig. 7(a) and the special 2 winning symbol random number determination table a shown in Fig. 7(c), the type of special symbol (big winning symbol) is determined according to the value of the acquired winning symbol random number, as shown in the figure. Also, according to the special 1 winning symbol random number determination table b shown in Fig. 7(b) and the special 2 winning symbol random number determination table b shown in Fig. 7(d), the type of special symbol (small winning symbol) is determined to be special symbol a, as shown in the figure, regardless of the value of the acquired winning symbol random number.

[0096] On the other hand, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 1 reservation, special pattern X is determined as the losing pattern without drawing a lottery. Also, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 2 reservation, special pattern Y is determined as the losing pattern without drawing a lottery.

[0097] In other words, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "big win" or a "small win," and is not referenced when the result of the big role lottery is a "miss." Here, the same big win symbol is determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table. However, different big win symbols may be determined in both tables, or the type of special symbol (big win symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.

[0098] Here, the selection ratio of the big win symbol and the small win symbol is common to all setting values, but either one or both of the big win symbol and the small win symbol may be made different for each setting value.

[0099] FIG. 8 is a diagram illustrating a reach group determination random number judgment table according to this embodiment. Multiple 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, once the big role lottery result is derived, a process is performed to determine a variable performance pattern to notify the big role lottery result. In this embodiment, when the big role lottery result is a "miss," the group type is first determined based on the reach group determination random number and the reach group determination random number judgment table to determine the variable performance pattern. Note that the variable status specifies which table is referenced to determine the variable performance pattern, and is a concept set separately from the game status.

[0100] 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. 8(a). Similarly, when the game state is set to a normal 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 to 2, then the reach group determination random number judgment table 2 is selected, as shown in FIG. 8(b), and if the number of reserved special 1s is 3, then the reach group determination random number judgment table 3 is selected, as shown in FIG. 8(c). Note that in FIG. 8, 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.

[0101] 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.

[0102] In addition, if the result of the big role lottery is a "big win" or 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 "big win" or a "small win".

[0103] 9 is a diagram illustrating the reach mode determination random number judgment table according to this embodiment. This reach mode determination random number judgment table is broadly divided into a miss reach mode determination random number judgment table that is selected when the big role lottery result is a "miss," a jackpot reach mode determination random number judgment table that is selected when the big role lottery result is a "jackpot," and a small win reach mode determination random number judgment table that is selected when the big role lottery result is a "small win." The miss reach mode determination random number judgment table is provided for each group type determined as described above, and the jackpot reach mode determination random number judgment table and the small win reach mode determination random number judgment table are provided for each reserve type.

[0104] 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 when a group x loses, which is referenced in a predetermined game state and type of symbol, is shown in Figure 9(a), an example of a reach mode determination random number judgment table when a special 1 jackpot is reached, is shown in Figure 9(b), an example of a reach mode determination random number judgment table when a special 2 jackpot is reached, is shown in Figure 9(c), an example of a reach mode determination random number judgment table when a special 1 small jackpot is reached, is shown in Figure 9(d), and an example of a reach mode determination random number judgment table when a special 2 small jackpot is reached, is shown in Figure 9(e).

[0105] 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 "miss," as shown in Figure 9(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. If the result of the big role lottery is a "jackpot," as shown in Figures 9(b) and 9(c), a reach mode determination random number judgment table at the time of a jackpot corresponding to the read-out reserve 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 jackpot and the reach mode determination random number.

[0106] Furthermore, if the result of the above-mentioned big prize lottery is a "small prize," as shown in Figures 9(d) and (e), 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.

[0107] 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. 9, 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 this embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. Hereinafter, hexadecimal numbers are indicated by the letter "H," but the notation ○○H in FIGS. 9 to 11 indicates an arbitrary value expressed in hexadecimal.

[0108] As described above, when the result of the big role lottery is a "miss," first, the group type is determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 8. Then, according to 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 reached and the reach mode determination random number shown in Figure 9(a).

[0109] On the other hand, if the result of the big prize lottery is a "big win" or a "small win," the reach mode determination random number judgment table shown in Figure 9, which corresponds to the determined big win pattern or small win pattern (type of special pattern), the game state at the time of winning the big win or small win, etc., will be referenced, and the reach mode determination random number will be used to determine the variation mode number and variation pattern random number judgment table.

[0110] 10 is a diagram illustrating the fluctuation pattern random number determination table according to this embodiment. Here, the fluctuation pattern random number determination table x of a predetermined table number x is shown, but in addition, many other fluctuation pattern random number determination tables are provided for each table number.

[0111] 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.

[0112] 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.

[0113] Fig. 11 is a diagram illustrating a fluctuation time determination table according to this embodiment. 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. 11(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.

[0114] 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 11 (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.

[0115] 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.

[0116] 12 is a diagram illustrating a special electric device activation ram set table according to this embodiment. This special electric device activation ram set table stores various data for controlling a big win game or a small win game. During a big win game or a small win game, the first big win opening solenoid 126c and the second big win opening solenoid 128c are energized and controlled by referring to this special electric device activation ram set table. In practice, multiple special electric device activation ram set tables are provided for each type of special symbol (big win symbol and small win symbol), and a corresponding table is set at the start of a big win game or a small win game depending on the type of special symbol determined. However, for the sake of convenience, the control data for all special symbols is shown in one table.

[0117] When the special symbols A to D, which are the big win symbols, or the special symbol a, which is the small win symbol, are determined, an opening and closing process is executed to control the opening and closing of the first large winning opening 126 and the second large winning opening 128 in a predetermined opening and closing pattern, with reference to the special electric role activation ram set table, as shown in Figure 12. The big win game is made up of multiple rounds of play in which the second large winning opening 128 is opened and closed a predetermined number of times, and the small win game is made up of only one round of play in which the first large winning opening 126 is opened and closed a predetermined number of times.

[0118] According to this special electric device operation ram set table, the opening time (waiting time until the first round of play starts), the maximum number of times the special electric device operates (the number of rounds of play executed during one major role play or one small win play), the open large prize opening (the first large prize opening 126 and the second large prize opening 128 that are opened in each round of play), the number of times the special electric device opens and closes (the number of times the first large prize opening 126 and the second large prize opening 128 are opened during one round of play), the solenoid energization time (the number of times the first large prize opening solenoid 126c and the second large prize opening solenoid 126d are opened for each number of times the first large prize opening 126 and the second large prize opening 128 are opened), the number of times the solenoid energizes (the number of times the first large prize opening 126 and the second large prize opening 128 are opened for each number of times the first large prize opening 126 and the second large prize opening 128 are opened), the number of times the solenoid energizes (the number of times the first large prize opening 126 and the second large prize opening solenoid 126c and the second large prize opening solenoid 126d are opened for each number of times the first large prize opening 126 and the second large prize opening 128 are opened) and the number of times the solenoid energizes (the number of times the first large prize opening 126 and the second large prize opening solenoid 126c and the second large prize opening solenoid 126d are opened for each number of times the first large prize opening 126 and the second large prize opening 128 are opened) are set. The control data for the big prize game includes the power supply time of the resonoid 128c, i.e., the opening time of the first large prize opening 126 and the second large prize opening 128 in one play), the specified number (the maximum number of wins that can be won in the first large prize opening 126 and the second large prize opening 128 in one round of play), the effective time for closing the large prize opening (the closing time of the first large prize opening 126 and the second large prize opening 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the normal special game is resumed) which are pre-stored as shown in the figure for each type of big prize pattern and small prize pattern as the control data for the big prize game.

[0119] In this embodiment, if the special symbol B, which is the jackpot symbol, is determined, the round game starts after the 15.0-second opening time has elapsed. Also, if the special symbols A, C, and D, which are the jackpot symbols, or the special symbol A, which is the small jackpot symbol, are determined, the round game starts after the 5.0-second opening time has elapsed.

[0120] In this embodiment, when the special symbols A and C, which are the jackpot symbols, are determined, a big win game consisting of five rounds of play is executed, and when the special symbols B and D are determined, a big win game consisting of 15 rounds of play is executed. Each round of play ends when a specified number (8 balls) of game balls enter the second big winning opening 128 or when a predetermined time (29.0 seconds in this case) has elapsed since the second big winning opening 128 was opened.

[0121] In addition, when the special symbol a, which is the small win symbol, is determined, a small win game consisting of one round of play is executed. In the small win game executed when the special symbol a is determined, the first large prize opening 126 is opened twice for 0.9 seconds with a predetermined pause between them in the first round of play.

[0122] 13 is a diagram illustrating a game state setting table for setting the game state after the end of the big win game according to this embodiment. In this embodiment, when the big win game is executed, the game state after the end of the big win game is set according to the type of special symbol determined at the time of winning the jackpot.

[0123] According to this game state setting table, when the big winning symbol is the special symbol A, the game state is set to a low probability game state after the big winning game ends.

[0124] On the other hand, if the jackpot symbol is special symbol B, C, or D, the game is set to a high-probability game state after the big win game ends, and the number of times the high-probability game state continues (hereinafter referred to as the "high-probability number") is set to 150. This means that the high-probability game state continues until the big win lottery result is determined 150 times. However, the above-mentioned high-probability number indicates the maximum number of times that the high-probability game state can continue. If a jackpot is won before reaching the above-mentioned number of times, the high-probability number will be set again. Therefore, if the high-probability game state is set after the big win game ends, and a losing lottery result is drawn 150 times without a jackpot result being drawn in the high-probability game state, the game state will change to a low-probability game state.

[0125] Furthermore, after the big win game ends, the game is set to a time-saving game state, and the number of times the time-saving game state will continue (hereinafter referred to as the "time-saving number of times"). At this time, if the jackpot symbol is special symbol A, the number of times the time-saving number of times is set to 100, and if the jackpot symbol is special symbol B, C, or D, the number of times the time-saving number of times is set to 150. This means that the time-saving game state will continue until the big win lottery result is determined to be 100 or 150 times. However, the above-mentioned number of times the time-saving number of times indicates the maximum number of times the time-saving game state will continue, and if a jackpot is won before the above-mentioned number of times of continuation is reached, the number of times the time-saving number of times will be set again.

[0126] Therefore, the gaming machine 100 according to this embodiment is a so-called ST machine (150 STs), and hereinafter, the period set in the high probability gaming state and the time-shortening gaming state will be referred to as the ST period.

[0127] 14 is a diagram illustrating a winning determination random number judgment table according to this embodiment. When a gaming ball flowing down the gaming area 116 passes through the gate 124 (the gaming ball enters the normal symbol operating port 125), a normal symbol judgment process (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.

[0128] As will be described in more detail later, when a gaming ball passes through gate 124 (enters normal map operation port 125), one winning determination random number is obtained from the range of 0 to 99, and this random number value is 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 units for saving winning determination random numbers. Therefore, if a gaming ball passes through gate 124 (enters normal map operation port 125) with winning determination random numbers stored in all four memory units of the normal map reserve memory area, no winning determination random number will be stored based on the passage of the gaming ball. Hereinafter, a winning determination random number stored in the normal map reserve memory area after a gaming ball passes through gate 124 (enters normal map operation port 125) will be referred to as a normal map reserve.

[0129] When the normal symbol lottery is started in the non-time-saving game state, a win determination random number determination table for the non-time-saving game state is referenced, as shown in Figure 14(a). According to this win determination random number determination table for the non-time-saving game state, if the win determination random number is 0, a winning symbol is determined as the type of normal symbol, and if the win determination random number is 1 to 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability of determining a winning symbol in the non-time-saving game state, i.e., the probability of winning, is 1 / 100. As will be described in detail later, if a winning symbol is determined in this normal symbol lottery, the second start opening 122 is controlled to an open state, and if a losing symbol is determined, the second start opening 122 is maintained in a closed state.

[0130] Also, when the normal symbol lottery is started in the time-saving gaming state, a time-saving gaming state winning determination random number determination table is referenced, as shown in Figure 14(b). According to this time-saving gaming state winning determination random number determination table, if the winning determination random number is 0 to 98, a winning symbol is determined as the type of normal symbol, and if the winning determination random number is 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability of determining a winning symbol in the time-saving gaming state, i.e., the probability of winning, is 99 / 100.

[0131] FIG. 15(a) is a diagram illustrating a normal symbol variation time data table according to this embodiment, and FIG. 15(b) is a diagram illustrating an opening / closing control pattern table according to this embodiment. As described above, when a normal symbol lottery is conducted, the normal symbol variation time is determined. The normal symbol variation time data table is referenced when determining the normal symbol variation time when a winning symbol or a losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, when the game state is set to a non-time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to a time-saving game state, the variation time is determined to be 1 second. Once the variation time is determined in this manner, the normal symbol display 168 displays a variable (blinking) display for the determined time. When a winning symbol is determined, the normal symbol display 168 lights up, and when a losing symbol is determined, the normal symbol display 168 turns off.

[0132] Then, when a winning symbol is determined by the normal symbol lottery and the normal symbol display 168 lights up, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to the opening / closing control pattern table, as shown in Fig. 15(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 role solenoid 122c begins, but here, for convenience of explanation, the control data corresponding to each game state is shown in one table.

[0133] When a winning symbol is determined, the second starting hole 122 is controlled to open and close with reference to the opening and closing control pattern table, as shown in FIG. 15(b). 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 it 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 active 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 active state time has elapsed) are pre-stored as control data for the second start port 122 for each game state, as shown in the figure.

[0134] In this way, the non-time-shortened game state and the time-shortened game state are each associated with an opening / closing control condition for opening and closing the second start port 122 as a game progress condition, and in the time-shortened game state, it is easier for a game ball to enter the second start port 122 than in the non-time-shortened game state. In other words, in the time-shortened game state, as long as a game ball passes through the gate 124 (a game ball enters the normal game operation port 125), normal game lotteries are held one after another and the second start port 122 is frequently in an open state, so that the player can participate in big role lotteries while reducing the consumption of game balls.

[0135] The opening / closing conditions for the second start opening 122 stipulate three elements: the probability of winning a normal symbol, the time for which the normal symbol is displayed in a variable manner, and the opening time of the second start opening 122. In this embodiment, two of these elements are set to be more advantageous for the time-shortened game state than for the non-time-shortened game state, so that a game ball is more likely to enter the second start opening 122 in the time-shortened game state than in the non-time-shortened game state. However, one or three of the above three elements may be set to be more advantageous for the time-shortened game state than the non-time-shortened game state. In any case, by making the time-shortened game state more advantageous than the non-time-shortened game state in at least one element, it is possible to make it easier for a game ball to enter the second start opening 122 in the time-shortened game state than in the non-time-shortened game state overall. In other words, when the game state is set to a non-time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a first condition, and when the game state is set to a time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a second condition that is more likely to be in the open state than the first condition.

[0136] In addition, in this embodiment, a normal map operating port 125 is provided in the second game area 116b, and almost all game balls that flow down to the bottom of the second game area 116b enter the normal map operating port 125. When a game ball enters the normal map operating port 125, one prize ball is paid out. Therefore, even if a game ball is launched into the second game area 116b in a non-time-saving game state, the game balls are hardly reduced. However, the normal map operating port 125 is not a required component, and the board configuration is merely an example. Therefore, a configuration in which the game balls are reduced when a game ball is launched into the second game area 116b in a non-time-saving game state may also be used.

[0137] Next, the main processing of the main control board 300 as the game progresses in the gaming machine 100 according to this embodiment will be described.

[0138] 16 is a diagram illustrating the gaming machine status flag according to this embodiment. In the main control board 300, the gaming machine status flag controls 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.

[0139] 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 an RWM (read write memory) 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.

[0140] (CPU initialization process of main control board 300) Figure 17 is a first flowchart explaining the CPU initialization processing in the main control board 300 according to this embodiment, and Figure 18 is a second flowchart explaining the CPU initialization processing in the main control board 300 according to this embodiment.

[0141] 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).

[0142] (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.

[0143] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.

[0144] (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.

[0145] (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.

[0146] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.

[0147] (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.

[0148] (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.

[0149] (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.

[0150] (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.

[0151] (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.

[0152] (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.

[0153] (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.

[0154] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0155] (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.

[0156] (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.

[0157] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.

[0158] (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.

[0159] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register and moves the process to step S100-45.

[0160] (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.

[0161] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.

[0162] (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.

[0163] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.

[0164] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.

[0165] (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.

[0166] (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.

[0167] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0168] (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.

[0169] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.

[0170] (Step S100-55) The main CPU 300a performs sub-command set processing to send a predetermined command to the sub-control board 330. Here, a command corresponding to the gaming machine status flag is set. For example, if the gaming machine status flag is 01H, a setting change status designation command is set, and if the gaming machine status flag is 02H, a setting confirmation status designation command is set. In this way, by sending a command corresponding to the gaming machine status flag to the sub-control board 330, the internal status of the main control board 300 can be grasped on the sub-control board 330.

[0171] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0172] (Step S100-59) The main CPU 300a performs processing to disable interrupts.

[0173] (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.

[0174] (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.

[0175] (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 .

[0176] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.

[0177] (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.

[0178] FIG. 19 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300 according to this embodiment.

[0179] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.

[0180] (Step S110-3) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330. Here, for example, if the initialization processing is executed in the above step S100-47, a RAM clear designation command is set.

[0181] (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.

[0182] (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.

[0183] (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.

[0184] (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.

[0185] (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.

[0186] (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.

[0187] (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.

[0188] (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.

[0189] (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.

[0190] Next, a description will be given of interrupt processing in the main control board 300 according to this embodiment. Here, a description will be given of a power-off save processing (XINT interrupt processing) and a timer interrupt processing.

[0191] (Main control board 300 power off evacuation process (XINT interrupt process)) 20 is a flowchart illustrating the power-off save process (XINT interrupt process) in the main control board 300 according to this embodiment. 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 process and executes the power-off save process.

[0192] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.

[0193] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0194] (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.

[0195] (Step S300-7) The main CPU 300a restores the register.

[0196] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.

[0197] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0198] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.

[0199] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.

[0200] (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.

[0201] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0202] (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.

[0203] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.

[0204] (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.

[0205] 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.

[0206] (Timer interrupt processing of main control board 300) 21 is a flowchart illustrating the timer interrupt process in the main control board 300 according to this embodiment. 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 process (step S100), and the following timer interrupt process is executed.

[0207] (Step S400-1) The main CPU 300a saves the registers.

[0208] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.

[0209] (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.

[0210] (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.

[0211] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.

[0212] (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.

[0213] (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.

[0214] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.

[0215] (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 performs a timer interrupt process, and the decrement stops when the timer counter reaches 0.

[0216] (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.

[0217] (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.

[0218] Although a detailed explanation will be omitted, in this embodiment, the jackpot determination random number and the winning 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 jackpot determination random number and the winning 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.

[0219] (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 normal operation hole detection switch 125s, the first large prize hole detection switch 126s, and the second large prize hole detection switch 128s. Details of this switch management process will be described later.

[0220] (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.

[0221] (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.

[0222] (Step S400-21) The main CPU 300a executes an error management process to determine various errors and make settings according to the error determination results. If it determines that an error has occurred, the main CPU 300a sets an error specification command corresponding to the type of error.

[0223] (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, the first large prize opening detection switch 126s, and the second large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.

[0224] (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.

[0225] (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.

[0226] (Step S400-29) The main CPU 300a executes an LED display setting process that sets common data to a common output buffer to control 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.

[0227] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process to synthesize the solenoid output images of the normal electric role solenoid 122c, the first large prize opening solenoid 126c, the second large prize opening solenoid 128c and the movable member drive solenoid 142c and store them in an output port buffer.

[0228] (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.

[0229] (Step S400-35) The main CPU 300a performs processing to disable interrupts.

[0230] (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. The base ratio displayed on the performance display monitor 184 may also be switched in response to a predetermined operation. Furthermore, here, when the gaming machine status flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.

[0231] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.

[0232] FIG. 22 is a flowchart illustrating the setting-related processing (S450) according to this embodiment.

[0233] (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.

[0234] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a predetermined processing area.

[0235] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is on (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 182s is on, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s is not on, the process proceeds to step S450-9.

[0236] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.

[0237] (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.

[0238] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.

[0239] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.

[0240] (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.

[0241] (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.

[0242] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 19. 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.

[0243] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.

[0244] As described above, according to this embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned 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. 17). 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. 21) are stopped, and setting-related processes are executed.

[0245] 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.

[0246] 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.

[0247] Here, in the setting-related processing of this embodiment, 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 setting value designation command corresponding to the registered setting value is sent to the sub-control board 330 in the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value designation command is not sent to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not sent, 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.

[0248] In this embodiment, multiple flag values ​​including at least 01H (setting change state) are switched. When the gaming machine state flag is set to 01H (setting change state), setting-related processing can be executed, and the progress of the game is stopped. In this way, setting-related processing is not executed while the game is in progress, and setting value designation commands are not sent while the game is in progress, reducing the risk of registered setting values ​​being obtained fraudulently.

[0249] 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.

[0250] FIG. 23 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to this embodiment.

[0251] (Step S500-1) The main CPU 300a determines whether the gate detection switch is turned on or the normal operation port detection switch is turned on, that is, whether a gaming ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned on, or whether a gaming ball has entered the normal operation port 125 and the detection signal from the normal operation port detection switch 125s has been turned on. If it is determined that the gate detection switch is turned on or the normal operation port detection switch is turned on, the process proceeds to step S510, and if it is determined that the gate detection switch is not turned on or the normal operation port detection switch is not turned on, the process proceeds to step S500-3.

[0252] (Step S510) The main CPU 300a executes gate passage processing based on the passage of the gaming ball through the gate 124 (entry of the gaming ball into the normal operation port 125). Details of this gate passage processing will be described later.

[0253] (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.

[0254] (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.

[0255] (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.

[0256] (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.

[0257] (Step S500-7) The main CPU 300a determines whether it is the time when the special prize opening detection switch is detected as being on, that is, whether a gaming ball has entered the first special prize opening 126 and the second special prize opening 128 and a detection signal has been input from the first special prize opening detection switch 126s and the second special prize opening detection switch 128s. If it is determined as a result that it is the time when the special prize opening detection switch is detected as being on, the process proceeds to step S500-9, and if it is determined that it is not the time when the special prize opening detection switch is detected as being on, the process proceeds to step S500-11.

[0258] (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 balls have entered the first large win port 126 and the second large 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 balls have entered the first large win port 126 and the second large win port 128 properly, the main CPU 300a increments the large win port winning ball counter by 1, and sets a large win port winning designation command in the transmission buffer.

[0259] (Step S500-11) 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 S500-13, and if it is determined that the general winning opening detection switch is not on, the process proceeds to step S500-15.

[0260] (Step S500-13) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.

[0261] (Step S500-15) 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 S500-17, and if it is determined that the out ball detection switch is not on, the switch management process is terminated.

[0262] (Step S500-17) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.

[0263] FIG. 24 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to this embodiment.

[0264] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generator.

[0265] (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.

[0266] (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.

[0267] (Step S510-7) The main CPU 300a determines which of the four storage units in the general reserve storage area is the target storage unit in which to save the acquired winning determination random number.

[0268] (Step S510-9) The main CPU 300a saves the winning determination random number acquired in the above step S510-1 in the target storage unit calculated in the above step S510-7.

[0269] (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.

[0270] FIG. 25 is a flowchart illustrating the first start opening passage process (step S520) in the main control board 300 according to this embodiment.

[0271] (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.

[0272] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.

[0273] (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.

[0274] FIG. 26 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 according to this embodiment.

[0275] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0276] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.

[0277] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.

[0278] (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.

[0279] (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.

[0280] (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.

[0281] 27 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300 according to this embodiment. This special symbol random number acquisition process is executed using a common module in the first start opening passage process (step S520) and the second start opening passage process (step S530) described above.

[0282] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.

[0283] (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.

[0284] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.

[0285] (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 S535-21. If it is determined that the number is not equal to or greater than the upper limit, the process proceeds to step S535-9.

[0286] (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.

[0287] (Step S535-11) The main CPU 300a determines which of the eight storage units in the special chart reservation storage area is the target storage unit in which the acquired jackpot determination random number is to be saved.

[0288] (Step S535-13) The main CPU 300a obtains the jackpot 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.

[0289] (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.

[0290] (Step S536) The main CPU 300a executes an acquisition time effect determination process to perform a provisional big role lottery, provisionally determine a winning symbol, and provisionally determine variable information 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 is transmitted to the sub-control board 330. This acquisition time effect determination process will be described later.

[0291] (Step S535-17) 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.

[0292] (Step S535-19) The main CPU 300a sets the special symbol reservation designation command in the transmission buffer based on the counter value loaded in step S535-17 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.

[0293] (Step S535-21) The main CPU 300a loads the normal game management phase.

[0294] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 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 S535-25, 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.

[0295] (Step S535-25) 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).

[0296] FIG. 28 is a flowchart illustrating the acquisition time performance determination process (step S536) in the main control board 300 according to this embodiment.

[0297] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number determination table based on the currently set value. Specifically, the main CPU 300a selects a corresponding jackpot determination random number determination table based on the current game state and the currently set value. Then, the main CPU 300a performs a special symbol win provisional determination process to provisionally determine whether a jackpot, a minor win, or a miss is generated based on the selected table and the jackpot determination random number stored in the target memory unit in step S535-13.

[0298] (Step S536-3) The main CPU 300a executes a special symbol provisional determination process for provisionally determining a special symbol. Here, if the result of the provisional big win lottery in step S536-1 (the result derived by the special symbol provisional win determination process) is a big win or a small win, the winning symbol random number, winning type (whether it is a big win or a small win), and reserved type stored in the target memory in step S535-13 are loaded, the corresponding winning symbol random number determination table is selected, special symbol determination data is extracted, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. Also, if the result of the provisional big win lottery in step S536-1 is a loss, a predetermined special symbol determination data for a loss (type of loss symbol) is saved.

[0299] (Step S536-5) The main CPU 300a sets in the transmission buffer a look-ahead symbol type designation command (look-ahead designation command) corresponding to the special symbol determination data saved in step S536-3.

[0300] (Step S536-7) The main CPU 300a determines whether the result derived by the special symbol winning provisional determination process in the above step S536-1 is a big win or a small win. If it is determined to be a big win or a small win, the main CPU 300a proceeds to step S536-9, and if it is determined to be neither a big win nor a small win (a miss), the main CPU 300a proceeds to step S536-11.

[0301] (Step S536-9) The main CPU 300a sets the random number judgment table for determining the reach mode at the big win (see FIGS. 9(b) and 9(c)) or the random number judgment table for determining the reach mode at the small win (see FIGS. 9(d) and 9(e)), and moves the process to step S536-19.

[0302] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13.

[0303] (Step S536-13) The main CPU 300a determines whether the reach group determination random number loaded in step S536-11 above is a fixed value (8500 or greater). Here, the group type is determined by referring to a reach group determination random number determination table, and this reach group determination random number determination table is selected according to the stored number of reserved positions. At this time, the reach group determination random number is acquired from a range of 0 to 10006, and if the value of the reach group determination random number is 8500 or greater, the same reach group determination random number determination table is selected regardless of the number of reserved positions, and if the value of the reach group determination random number is less than 8500, a different reach group determination random number determination table is selected depending on the number of reserved positions. Hereinafter, among the reach group determination random numbers, values ​​in the range of 0 to 8499, which select different reach group determination random number determination tables depending on the number of reserved positions, are referred to as indefinite values, and values ​​in the range of 8500 to 10006, which select the same reach group determination random number determination table regardless of the number of reserved positions, are referred to as fixed values. If it is determined that the reach group determination random number loaded in step S536-11 above is a fixed value (8500 or more), processing proceeds to step S536-15, and if it is determined that the reach group determination random number loaded in step S536-11 above is not a fixed value (8500 or more), processing proceeds to step S536-27.

[0304] (Step S536-15) The main CPU 300a sets a reach group determination random number judgment table (see FIG. 8). Note that there are multiple types of reach group determination random number judgment tables provided depending on the number of reserved positions, but here, a table to be used when the number of reserved positions is 0 is selected. Then, a reach group (group type) is provisionally determined based on the set reach group determination random number judgment table and the reach group determination random number stored in the target memory unit in step S535-13 above.

[0305] (Step S536-17) The main CPU 300a sets the reach mode determination random number judgment table (see FIG. 9(a)) when losing, which corresponds to the group type provisionally determined in step S536-15, and moves the process to step S536-19.

[0306] (Step S536-19) The main CPU 300a provisionally determines a variation mode number based on the reach mode determination random number judgment table set in the above step S536-9 or step S536-17 and the reach mode determination random number stored in the target memory unit in the above step S535-13. Here, a variation pattern random number judgment table is provisionally determined together with the variation mode number.

[0307] (Step S536-21) The main CPU 300a sets in the transmission buffer a read-ahead designation variation mode command (read-ahead designation command) corresponding to the variation mode number provisionally determined in step S536-19.

[0308] (Step S536-23) The main CPU 300a provisionally determines a variation pattern number based on the variation pattern random number determination table provisionally determined in the above step S536-19 and the variation pattern random number stored in the target storage unit in the above step S535-13.

[0309] (Step S536-25) The main CPU 300a sets the look-ahead designated variation pattern command (look-ahead designation command) corresponding to the variation pattern number provisionally determined in the above step S536-23 in the transmission buffer, and ends the acquisition time performance determination process.

[0310] (Step S536-27) The main CPU 300a sets in the transmission buffer an indefinite value command (pre-read specified variable mode command and pre-read specified variable pattern command = 7FH) indicating that the group type, i.e., the variable presentation pattern, will change depending on the number of holds when the hold is read out for the hold newly stored in the target memory unit, and terminates the presentation determination process at the time of acquisition.

[0311] 29 is a diagram illustrating the special game management phase according to this embodiment. As already explained, in this embodiment, a special game triggered by a game ball entering the first start gate 120 or the second start gate 122 and a normal game triggered by a game ball passing through the gate 124 (entry of the game ball into the normal operation gate 125) 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 games by the special game management phase.

[0312] As shown in FIG. 29, 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.

[0313] FIG. 30 is a flowchart illustrating the special game management process (step S600) in the main control board 300.

[0314] (Step S600-1) The main CPU 300a loads the special game management phase.

[0315] (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.

[0316] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.

[0317] (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.

[0318] 31 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".

[0319] (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, it moves the process to step S610-7, and if it is determined that the special 2 reserved number (X2) is not "1" or more, it moves the process to step S610-3.

[0320] (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.

[0321] (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.

[0322] (Step S610-7) The main CPU300a transfers the special 2 reserve stored in the first to fourth storage units of the second special symbol reserve storage area, or the special 1 reserve stored in the first to fourth storage units of the first special symbol reserve storage area, to a storage unit with a smaller ordinal number by one. Specifically, in the above step S610-1, when it is determined that the number of special symbol 2 reserved balls is "1" or more, the special 2 reserve stored in the second to fourth storage units of the second special symbol reserve storage area is transferred to the first to third storage units. In addition, the main RAM300c is provided with a 0th storage unit to be processed, and the special 2 reserve stored in the 1st storage unit is block-transferred to the 0th storage unit. Also, in the above step S610-3, if it is determined that the number of reserved balls for special symbol 1 is "1" or more, the special symbol 1 reserved balls stored in the second to fourth memory units of the first special symbol reserved memory area are transferred to the first to third memory units, and the special symbol 1 reserved balls stored in the first memory unit are block-transferred to the 0th memory unit. In addition, in this special symbol memory area shift process, the counter value of the target special symbol reserved ball number counter corresponding to the reserved type transferred to the 0th memory unit is subtracted by "1", and a reserved reduction designation command indicating that the special symbol 1 reserved or special symbol 2 reserved has been subtracted by "1" is set in the transmission buffer.

[0323] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a lottery for a major role. This special symbol winning determination process will be described later.

[0324] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine a special symbol. Here, if the determination information (the result of the major role lottery) stored in step S611 is a big win or a small win, the win type (whether it is a big win or a small win) and the reserve type are loaded, and the corresponding winning symbol random number determination table is set. Then, the set winning symbol random number determination table is referenced, and special symbol determination data is extracted using the winning symbol random number transferred to the 0th storage unit, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. On the other hand, if the result of the major role lottery stored in step S611 is a loss, if the reserve type is special 1 reserve, special symbol X is saved as a losing symbol, and if the reserve type is special 2 reserve, special symbol Y is saved as a losing symbol. Here, a symbol type designation command corresponding to the saved special symbol determination data is set in the transmission buffer.

[0325] (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.

[0326] (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.

[0327] (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.

[0328] (Step S610-17) The main CPU 300a performs a reserve area setting process for storing the game status when the big role lottery is executed in a game status buffer, etc. In addition, in this reserve area setting process, when the result of the big role lottery is a big win, game status information to be set after the big role game, the type of big win symbol (special symbol determination data), etc. are stored in the reserve area of ​​the main RAM 300c.

[0329] (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.

[0330] (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.

[0331] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.

[0332] FIG. 32 is a flowchart illustrating the special symbol winning determination process (S611) according to this embodiment.

[0333] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.

[0334] (Step S611-3) The main CPU 300a loads the registered setting values ​​in the setting value buffer.

[0335] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in step S611-3 is within the normal range. If it is determined that the value is within the normal range, the process proceeds to step S611-11. If it is determined that the value is not within the normal range, the process proceeds to step S611-7.

[0336] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal status).

[0337] (Step S611-9) The main CPU 300a sets the setting abnormality state command (sub-command) in the transmission buffer and ends the special symbol winning determination process. When this setting abnormality state command is sent to the sub-control board 330, a notification that a setting abnormality has occurred is issued.

[0338] (Step S611-11) The main CPU 300a refers to the big win determination random number judgment table corresponding to the information loaded in steps S611-1 and S611-3, and sets the lower and upper limits for determining a big win or a small win.

[0339] (Step S611-13) The main CPU 300a compares the big win determination random number transferred to the 0th storage unit with the above-mentioned lower limit value and upper limit value, and performs a determination process (big win lottery) to determine whether a big win or a small win has been won.

[0340] (Step S611-15) The main CPU 300a sets the result of the determination process in step S611-13 as determination information, and ends the special symbol winning determination process.

[0341] FIG. 33 is a flowchart illustrating the special symbol variable number determination process in the main control board 300 according to this embodiment.

[0342] (Step S612-1) The main CPU 300a determines whether the fluctuation pattern selection status flag is 01H or greater. If it is determined that the fluctuation pattern selection status flag is 01H or greater, the process proceeds to step S612-3. If it is determined that the fluctuation pattern selection status flag is not 01H or greater, the process proceeds to step S612-5.

[0343] Here, there are five types of fluctuation pattern selection state flags: 00H, 01H, 02H, 03H, and 04H. Each fluctuation pattern selection state flag indicates a fluctuation state, with 00H corresponding to the normal fluctuation state, 01H corresponding to the first fluctuation state, 02H corresponding to the second fluctuation state, 03H corresponding to the third fluctuation state, and 04H corresponding to the fourth fluctuation state. The fluctuation state determines which table (reach group determination random number determination table, reach mode determination random number determination table, or fluctuation pattern random number determination table) is selected.

[0344] In the first to fourth variation states, it is specified which table to select for each number of times (number of variations) of the pattern variation display in each variation state. Therefore, when the variation pattern selection state flag is 01H or more, the main CPU 300a selects a preset table based on both the variation pattern selection state flag and the number of variations, and determines the variation information by referring to the selected table. On the other hand, in the normal variation state, regardless of the number of variations, it determines the variation information by referring to the table corresponding to the game state being set.

[0345] (Step S612-3) The main CPU 300a increments the fluctuation counter, which counts the number of fluctuations in the current fluctuation state.

[0346] (Step S612-5) The main CPU 300a determines whether the result of the major role lottery in step S611 is a big win or a small win. If it is determined to be a big win or a small win, the process proceeds to step S612-7, and if it is determined to be neither a big win nor a small win (a miss), the process proceeds to step S612-11.

[0347] (Step S612-7) The main CPU 300a loads the variation pattern selection state flag.

[0348] (Step S612-9) When the variation pattern selection status flag loaded in the above step S612-7 is 01H or more, the main CPU300a sets a reach mode determination random number judgment table based on the variation pattern selection status flag and the counter value of the variation number counter. Also, when the variation pattern selection status flag loaded in the above step S612-7 is 00H, the main CPU300a sets a reach mode determination random number judgment table corresponding to the current game status and reserved type.

[0349] (Step S612-11) 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.

[0350] (Step S612-13) The main CPU 300a loads the variation pattern selection state flag.

[0351] (Step S612-15) If the variation pattern selection status flag loaded in step S612-13 is 01H or higher, the main CPU 300a sets a reach group determination random number judgment table based on the variation pattern selection status flag, the counter value of the variation count counter, the hold type, and the number of holds confirmed in step S612-11. On the other hand, if the variation pattern selection status flag loaded in step S612-13 is 00H, the main CPU 300a sets a corresponding reach group determination random number judgment table based on the current game state, the number of holds confirmed in step S612-11, and the hold type. Then, the reach group (group type) is determined based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th memory unit in step S610-7.

[0352] (Step S612-17) 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 S612-15.

[0353] (Step S612-19) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-9 or the above step S612-17 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Here, a variation pattern random number judgment table is determined together with the variation mode number.

[0354] (Step S612-21) The main CPU 300a sets the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-19 in the transmission buffer.

[0355] (Step S612-23) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-19 above and the variation pattern random number transferred to the 0th storage unit in step S610-7 above.

[0356] (Step S612-25) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-23 in the transmission buffer, and ends the special symbol variation number determination process.

[0357] 34 is a flowchart illustrating the special symbol variation process in the main control board 300 according to this embodiment. This special symbol variation process is executed when the special game management phase is "01H".

[0358] (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.

[0359] (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.

[0360] (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.

[0361] (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.

[0362] (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.

[0363] (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.

[0364] (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.

[0365] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0366] (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.

[0367] (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.

[0368] (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.

[0369] 35 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to this embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0370] (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.

[0371] (Step S630-3) The main CPU 300a checks the result of the big role lottery.

[0372] (Step S630-5) The main CPU 300a determines whether the result of the big win lottery is a jackpot. If it is determined to be a jackpot, the process proceeds to step S630-19. If it is determined not to be a jackpot, the process proceeds to step S630-7.

[0373] (Step S630-7) The main CPU 300a executes a count-off management process. Here, the special symbol probability state flag is loaded to check whether the current gaming state is a low-probability gaming state or a high-probability gaming state. If the gaming state is a high-probability gaming state, the counter value of the high-probability count-off counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the high-probability count-off counter, the special symbol probability state flag corresponding to the low-probability gaming state is set. As a result, in a high-probability gaming state, when a special symbol is confirmed a predetermined number of times without winning a jackpot, the gaming state transitions to a low-probability gaming state.

[0374] In addition, a time-saving state flag for identifying whether the game state is a non-time-saving state or a time-saving state is loaded, and it is confirmed whether the current game state is a non-time-saving state or a time-saving state. If the game state is a time-saving state, the counter value of the time-saving count counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the time-saving count counter, a time-saving state flag corresponding to the non-time-saving state is set. As a result, in the time-saving state, when a special symbol is confirmed a predetermined number of times without winning a jackpot, the game state transitions to a non-time-saving state.

[0375] (Step S631) The main CPU 300a performs a variable state update process to update the variable state, which will be described later with reference to FIG.

[0376] (Step S630-11) 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.

[0377] (Step S630-13) The main CPU 300a sets a count command for transmitting the high probability count and the time reduction count updated in the above step S630-7 to the sub-control board 330 in the transmission buffer.

[0378] (Step S630-15) The main CPU 300a determines whether the result of the big role lottery is a small win. If it is determined to be a small win, the process proceeds to step S630-21. If it is determined not to be a small win, the process proceeds to step S630-17.

[0379] (Step S630-17) 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.

[0380] (Step S630-19) The main CPU 300a resets (sets) the gaming state to the initial state, that is, the low-probability gaming state and the non-time-shortening gaming state.

[0381] (Step S630-21) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.

[0382] (Step S630-23) The main CPU 300a performs a process for setting the maximum number of times a special electric device is activated. Specifically, by referencing the data set in step S630-21, a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as a counter value in the maximum number of times a special electric device is activated counter. This maximum number of times a special electric device is activated counter indicates the number of rounds that can be executed in the big role game that is about to start. Meanwhile, the main RAM 300c is provided with a counter for the number of consecutive times a special electric device is activated, and the current number of rounds is managed by adding "1" to the counter value of the counter for the number of consecutive times a special electric device is activated at the start of each round of play. Here, a process for resetting (updating to "0") the counter value of the counter for the number of consecutive times a special electric device is activated is also executed upon the start of the big role game.

[0383] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 and saves a predetermined opening time as a timer value in the special game timer.

[0384] (Step S630-27) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of a major win game or a minor win game to the sub-control board 330. This opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in the above step S630-25 is set in the transmission buffer.

[0385] (Step S630-29) If the result of the big win lottery confirmed in step S630-3 is a big win, the main CPU 300a updates the special game management phase to "07H", and if it is a small win, updates the special game management phase to "03H" and ends the special symbol stop symbol display process. This starts the big win game or small win game.

[0386] FIG. 36 is a flowchart illustrating the variable state update process in the main control board 300 according to this embodiment.

[0387] (Step S631-1) The main CPU 300a determines whether the fluctuation pattern selection status flag is 01H or greater. If it is determined that the fluctuation pattern selection status flag is 01H or greater, the process proceeds to step S631-3. If it is determined that the fluctuation pattern selection status flag is not 01H or greater, the process proceeds to step S631-9.

[0388] (Step S631-3) The main CPU 300a determines whether the number of changes has reached a specified number of times. If it is determined that the number of changes has reached the specified number of times, the process proceeds to step S631-5. If it is determined that the number of changes has not reached the specified number of times, the process proceeds to step S631-9.

[0389] (Step S631-5) The main CPU 300a resets (to 0) the counter value (number of fluctuations) of the fluctuation number counter.

[0390] (Step S631-7) The main CPU 300a updates the variation pattern selection status flag to 00H.

[0391] (Step S631-9) The main CPU 300a loads the fluctuation pattern selection state flag, sets a fluctuation state designation command corresponding to the loaded fluctuation pattern selection state flag, and ends the fluctuation state update process.

[0392] 37 is a flowchart illustrating the process before the opening of the special prize opening in the main control board 300 according to this embodiment. This process before the opening of the special prize opening is executed when the special game management phase is "03H" or "07H."

[0393] (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.

[0394] (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.

[0395] (Step S640-5) The main CPU 300a sets in the transmission buffer a special prize opening designation command for transmitting to the sub-control board 330 the start of opening of the first special prize opening 126 and the second special prize opening 128 (start of a round game).

[0396] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.

[0397] (Step S640-7) 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.

[0398] FIG. 38 is a flowchart illustrating the process of switching between opening and closing the big prize opening in the main control board 300 according to this embodiment.

[0399] (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 first large prize opening 126 and the second large prize opening 128 are opened and closed during one round of play). If it is judged that the counter value is the upper limit value, the main CPU 300a ends the large prize opening opening / closing switching process, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641-3.

[0400] (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 first large prize opening solenoid 126c or the second large prize opening solenoid 128c, as well as timer data which is the energization time or de-energization time of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.

[0401] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a executes a large prize opening solenoid energization control process to start energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, or to stop energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c. By executing this large prize opening solenoid energization control process, the start or stop of energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is controlled in steps S400-31 and S400-33 above.

[0402] (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 first special winning opening 126 and the second special winning opening 128 in one time.

[0403] (Step S641-9) The main CPU 300a determines whether the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, i.e., whether control processing to start energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c has been performed in the above step S641-5. If it is determined that the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, the main CPU 300a proceeds to step S641-11, and if it is determined that the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is not in the energization start state, the main CPU 300a ends the large prize opening open / close switching processing.

[0404] (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.

[0405] 39 is a flowchart illustrating the special prize opening control process in the main control board 300 according to this embodiment. This special prize opening control process is executed when the special game management phase is "04H" or "08H."

[0406] (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.

[0407] (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.

[0408] (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.

[0409] (Step S650-5) The main CPU 300a determines whether the counter value of the special prize opening ball count counter updated in step S500-9 has reached a specified number, i.e., whether the same number of game balls as the maximum number of wins in one round have entered the first special prize opening 126 or the second special prize opening 128. If it is determined that the specified number has not been reached, the main CPU 300a terminates the special prize opening opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.

[0410] (Step S650-7) The main CPU 300a stops the energization of the first major prize opening solenoid 126c and the second major prize opening solenoid 128c and executes the major prize opening closing process required to close the first major prize opening 126 and the second major prize opening 128. As a result, the first major prize opening 126 and the second major prize opening 128 are closed.

[0411] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.

[0412] (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").

[0413] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command indicating that the first special prize opening 126 and the second special prize opening 128 have been closed in the transmission buffer, and ends the special prize opening opening control process.

[0414] 40 is a flowchart illustrating the special prize opening closure validity process in the main control board 300 according to this embodiment. This special prize opening closure validity process is executed when the special game management phase is "05H" or "09H."

[0415] (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.

[0416] (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.

[0417] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". 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.

[0418] (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.

[0419] (Step S660-9) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.

[0420] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").

[0421] (Step S660-13) 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.

[0422] 41 is a flowchart illustrating the special prize gate end wait process in the main control board 300 according to this embodiment. This special prize gate end wait process is executed when the special game management phase is "06H" or "0AH".

[0423] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 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.

[0424] (Step S670-3) The main CPU 300a executes a state setting process to set the game state after the big win game ends. Here, the game state after the big win game ends is set based on the jackpot symbol that triggered the execution of the big win game. Specifically, if the jackpot symbol that triggered the execution of the big win game is special symbol B, C, or D, the game state is set to a high probability game state and a time-saving game state, and the number of high probability and time-saving times is set to 150. Also, if the jackpot symbol that triggered the execution of the big win game is special symbol A, the game state is set to a low probability game state and a time-saving game state, and the number of time-saving times is set to 100.

[0425] In addition, here, a process is also performed to set the fluctuation pattern selection state flag and the number of fluctuations in order to set the fluctuation state after the end of the big win game or the small win game, based on the big win pattern that triggered the execution of the big win game or the small win pattern that triggered the execution of the small win game.

[0426] (Step S670-5) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state to be set after the big win game ends.

[0427] (Step S670-7) The main CPU 300a sets in the transmission buffer the number-of-times designation command corresponding to the high probability number of times and the time-shortening number of times saved in step S670-3 above.

[0428] (Step S670-9) The main CPU 300a sets in the transmission buffer a variable state designation command for transmitting the variable state to be set after the end of the big win game or the small win game.

[0429] (Step S670-11) 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.

[0430] 42 is a diagram illustrating the normal game management phase according to this embodiment. As already explained, in this embodiment, the processing related to the normal game triggered by the passage of the game ball through the gate 124 (entry of the game ball into the normal game operating port 125) 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.

[0431] As shown in FIG. 42, 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.

[0432] FIG. 43 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to this embodiment.

[0433] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0434] (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.

[0435] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.

[0436] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.

[0437] 44 is a flowchart illustrating the normal symbol change waiting process in the main control board 300 according to this embodiment. This normal symbol change waiting process is executed when the normal game management phase is "00H".

[0438] (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.

[0439] (Step S710-3) The main CPU 300a transfers the regular symbol reserves (winning 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.

[0440] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th memory unit, selects a winning determination random number judgment table corresponding to the current game state, performs a regular symbol lottery, and executes a regular symbol winning determination process that stores the lottery results.

[0441] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S710-5. In this embodiment, the normal symbol display 168 is composed of one LED lamp, and in the case of a win, the normal symbol display 168 is turned on, and in the case of a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether or not the normal symbol display 168 is ultimately turned on. For example, in the case of a win, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.

[0442] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.

[0443] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning determination random number transferred to the 0th storage unit in the above step S710-3 and the normal symbol variation time data table set in the above step S710-9.

[0444] (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.

[0445] (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 normal symbols in the normal symbol display device 168. When the counter value of this normal symbol display symbol counter is set to, for example, "0", the normal symbol display device 168 is controlled to be turned on, and when the counter value is set to "1", the normal symbol display device 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter when the variable display of normal symbols starts.

[0446] (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.

[0447] (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 (winning pattern or losing pattern) determined by the normal pattern winning determination process.

[0448] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.

[0449] 45 is a flowchart illustrating the normal symbol variation process in the main control board 300 according to this embodiment. This normal symbol variation process is executed when the normal game management phase is "01H".

[0450] (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.

[0451] (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.

[0452] (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.

[0453] (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.

[0454] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally turned on or off, and the result of the normal symbol lottery is announced.

[0455] (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.

[0456] (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.

[0457] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.

[0458] 46 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 according to this embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0459] (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.

[0460] (Step S730-3) The main CPU 300a checks the result of the regular lottery.

[0461] (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.

[0462] (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.

[0463] (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 opening in the normal game timer as a timer value.

[0464] (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.

[0465] 47 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300 according to this embodiment. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".

[0466] (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.

[0467] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.

[0468] (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.

[0469] Figure 48 is a flowchart explaining the normal electric role winning opening / closing switching process in the main control board 300 according to this embodiment.

[0470] (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.

[0471] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table 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.

[0472] (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.

[0473] (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.

[0474] (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.

[0475] (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.

[0476] 49 is a flowchart illustrating the normal electric device winning opening control process in the main control board 300 according to this embodiment. This normal electric device winning opening control process is executed when the normal game management phase is "04H".

[0477] (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.

[0478] (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.

[0479] (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.

[0480] (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.

[0481] (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.

[0482] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.

[0483] (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.

[0484] 50 is a flowchart explaining the normal electric device winning hole closing validity process in the main control board 300 according to this embodiment. This normal electric device winning hole closing validity process is executed when the normal game management phase is "05H".

[0485] (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.

[0486] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.

[0487] (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.

[0488] 51 is a flowchart explaining the normal electric device winning port end wait processing in the main control board 300 according to this embodiment. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".

[0489] (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.

[0490] (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.

[0491] As described above, the main control board 300 executes various processes to allow the special game and the normal game to proceed, and while these games are in progress, the sub-control board 330 performs control to execute various effects based on commands sent from the main control board 300. An example of the effects will be described below.

[0492] 52 is a diagram illustrating an example of a variation effect of a no-reach variation pattern according to this embodiment. As described above, when a major role lottery is performed on the main control board 300, a variation effect is executed to notify the result of the major role lottery while the special symbol is being displayed, that is, over the time the special symbol is being displayed. In this variation effect, various background images are displayed on the main performance display unit 200a, and the performance symbols 210a, 210b, and 210c are displayed superimposed on these background images. During the variation effect, sound is output from the audio output device 206 in accordance with the image displayed on the main performance display unit 200a, the performance lighting device 204 is controlled to light up, and the performance role device 202 is controlled to move, but detailed explanations will be omitted here.

[0493] The variable effects according to this embodiment are broadly divided into a no-reach variable pattern, a reach variable pattern, and a deja vu variable pattern. In this embodiment, the variable effect of the no-reach variable pattern is executed only if the result of the big win lottery is a miss. In the variable effect of the no-reach variable pattern, a background image (not shown) is displayed on the main effect display unit 200a, and the effect symbols 210a, 210b, and 210c are displayed in a variable manner, superimposed on the background image. For example, as shown in FIG. 52(a), the effect symbols 210a, 210b, and 210c are displayed in a static manner in a combination indicating that the big win lottery result is a miss. In this state, when a new special symbol is displayed, the three effect symbols 210a, 210b, and 210c begin to display (scroll) as the variable display of the special symbol begins, as shown in FIG. 52(b). In addition, the downward-pointing white arrow in the figure indicates that the performance patterns 210a, 210b, and 210c are scrolled vertically.

[0494] Then, as shown in Fig. 52(c), first, the effect symbol 210a is stopped and displayed, and then, as shown in Fig. 52(d), the effect symbol 210c, which is different from the effect symbol 210a, is stopped and displayed. Then, after the variable display of the special symbol has finished, at almost the same timing as the special symbol is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, the effect symbol 210b is stopped and displayed, as shown in Fig. 52(e), and the result of the big role lottery is notified to the player by the final stopped display mode of the three effect symbols 210a, 210b, and 210c at this time.

[0495] Figure 53 is a diagram illustrating an example of the variation effect of a normal reach variation pattern according to this embodiment. In this embodiment, the reach variation pattern is roughly divided into a normal reach variation pattern, an advanced reach variation pattern, and a pseudo-continuous reach variation pattern. In the variation effect of the normal reach variation pattern, similar to the variation effect of the no-reach variation pattern, the variation display of the effect symbols 210a, 210b, and 210c begins with the start of the variation display of the special symbol, and as shown in Figure 53(a), the effect symbol 210a is first stopped and displayed. After that, as shown in Figure 53(b), the effect symbol 210c, which is the same as the effect symbol 210a, is stopped and displayed.

[0496] In this way, when the main effect display unit 200a displays the same effect symbols 210a and 210c in a stopped state, as shown in FIG. 53(c), the word "reach" is displayed superimposed on the effect symbols 210a and 210c in the main effect display unit 200a. Note that there are multiple types of reach states, and the same effect symbols 210a and 210c with any of the numbers "1" to "9" written on them are stopped and displayed. Thereafter, as shown in FIG. 53(d), the shapes of the effect symbols 210a and 210c are changed from those before the reach state, and the variable display continues. Then, as shown in FIG. 53(e), finally, an effect symbol 210b different from the effect symbols 210a and 210c is stopped and displayed, and the player is notified that the result of the big role lottery was a loss.

[0497] FIG. 54 is a diagram illustrating an example of the variation effect of the advanced reach variation pattern at the time of a loss according to this embodiment, and FIG. 55 is a diagram illustrating an example of the variation effect of the advanced reach variation pattern at the time of a jackpot according to this embodiment. As shown in FIGS. 54(a)-(d) and 55(a)-(d), the variation effect of the advanced reach variation pattern is similar to the variation effect of the normal reach variation pattern. In the main effect display unit 200a, the effect symbols 210a and 210c are displayed in a reach mode, and then a reach variation effect is executed in which a predetermined development image (video) is played and displayed. In this reach variation effect, for example, as shown in FIGS. 54(e) and 55(e), a mission is displayed on the main effect display unit 200a, and images for accomplishing the mission are displayed as shown in FIGS. 54(f), (g) and 55(f), (g).

[0498] Here, the development images for reach development effects are roughly divided into a loss pattern and a jackpot pattern, and in the development image for a loss pattern, an image indicating failure of the mission is finally displayed as shown in Fig. 54(h), and then, as shown in Fig. 54(i), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a loss. On the other hand, in the development image for a jackpot pattern, an image indicating success of the mission is finally displayed as shown in Fig. 55(h), and then, as shown in Fig. 55(i), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a jackpot.

[0499] The reach development effects include, for example, mission effects in which development images showing the content of a mission being taken on are displayed, and battle effects in which development images showing an ally character fighting an enemy character are displayed, as described above. The mission effects have a plurality of execution patterns that differ in the content of the mission, and the battle effects have a plurality of execution patterns that differ in the characters that appear and the fighting methods. As described above, the execution patterns of the mission effects are broadly divided into jackpot patterns in which the mission is accomplished and failure patterns in which the mission is failed, and the execution patterns of the battle effects are similarly broadly divided into jackpot patterns in which the ally character wins against the enemy character and failure patterns in which the ally character is defeated by the enemy character.

[0500] The big win pattern and the losing pattern are composed of the same content until the end of the performance, and differ in whether the ally character ultimately wins or loses, or whether the mission is accomplished or not. Therefore, during the reach development performance, the player cannot distinguish the result of the big role lottery until the end of the variable performance, and the player is given a sense of expectation of a big win.

[0501] The big win pattern is selected only when the result of the big win lottery is a big win, and the loss pattern is selected only when the result of the big win lottery is a loss.

[0502] Figure 56 is a diagram illustrating an example of the variation effect of the pseudo-continuous reach variation pattern according to this embodiment. As shown in Figure 56(a), when the variation display of the performance symbols 210a, 210b, and 210c starts, the performance symbols 210a, 210b, and 210c are temporarily stopped and displayed in one of a plurality of types of pseudo patterns provided in advance, as shown in Figure 56(b). This pseudo pattern is, for example, a temporary stop display of the same performance symbols 210a and 210b and a performance symbol 210c with a number "2" larger than these performance symbols 210a and 210b.

[0503] When the performance symbols 210a, 210b, and 210c are temporarily stopped and displayed in a pseudo mode, the variable display of the performance symbols 210a, 210b, and 210c is resumed as shown in Fig. 56(c). In other words, the pseudo mode can be said to indicate the re-variable display of the performance symbols 210a, 210b, and 210c. After that, as shown in Fig. 56(d), the performance symbols 210a, 210b, and 210c are temporarily stopped and displayed again in a pseudo mode.

[0504] Then, as shown in Figure 56(e), when the variable display of the performance patterns 210a, 210b, and 210c resumes, the performance patterns 210a and 210c are displayed in a reach mode as shown in Figure 56(f), and thereafter, as shown in Figures 56(g) to (i), the reach development performance is executed in the same manner as the developed reach variation pattern, and the result of the big role lottery is notified to the player.

[0505] In this way, the content of the pseudo-continuous reach fluctuation pattern's fluctuation performance until the performance symbols 210a, 210c reach a reach state is different from that of the developed reach fluctuation pattern, and after the reach state is reached, the fluctuation performance proceeds in the same way as the developed reach fluctuation pattern.

[0506] In the pseudo-continuous reach fluctuation pattern, a plurality of fluctuation display patterns of the performance symbols 210a, 210b, and 210c until the reach state is reached are provided, and the number of temporary stop displays of the performance symbols 210a, 210b, and 210c, in other words, the number of times of variable display of the performance symbols 210a, 210b, and 210c, is different for each fluctuation display pattern. This variable display pattern is determined by a fluctuation mode command, and the selection ratio of the fluctuation mode command when a jackpot is won and when a jackpot is lost is set so that the more the number of temporary stop displays (variable displays) of the performance symbols 210a, 210b, and 210c, the higher the possibility (hereinafter referred to as "reliability") that a jackpot will finally be announced.

[0507] Specifically, if the result of the big role lottery is a big win, the selection ratio of the variable mode command with a large number of variable display times is set higher than the selection ratio of the variable mode command with a small number of variable display times, and if the result of the big role lottery is a loss, the selection ratio of the variable mode command with a small number of variable display times is set higher than the selection ratio of the variable mode command with a large number of variable display times.

[0508] Furthermore, in the main control board 300, the reliability of the pseudo-continuous reach fluctuation pattern is set to be higher than the reliability of the extended reach fluctuation pattern. Therefore, the reliability is suggested by the number of times the performance symbols 210a, 210b, and 210c are temporarily stopped (varied), and the player watches the progress of the performance while hoping that the performance symbols 210a, 210b, and 210c will be temporarily stopped (varied) more often.

[0509] Figure 57 is a diagram illustrating an example of the variation effect of the deja vu variation pattern according to this embodiment. The variation effect of the deja vu variation pattern is executed in such a manner that two variation effects of the no-reach variation pattern are executed during one variation effect. Specifically, when the variation display of the performance symbols 210a, 210b, and 210c starts, for example, as shown in Figure 57(a), a line notice effect is executed, and then, 4 seconds after the start of the variation, as shown in Figure 57(b), a cut-in notice effect is executed, and 6 seconds after the start of the variation, as shown in Figure 57(c), the performance symbols 210a, 210b, and 210c are temporarily stopped and displayed in a combination that notifies a miss.

[0510] When the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in a combination that indicates a loss, the variable display of the effect symbols 210a, 210b, and 210c is resumed as shown in FIG. 57(d).

[0511] When the changing display resumes, the dialogue preview as shown in Figure 57(a) is executed as shown in Figure 57(d), and then, 4 seconds after the changing display resumes, the same cut-in preview as Figure 57(e) is executed.

[0512] Then, as shown in Figure 57(f), a special effect is suddenly executed in which the special effect device 202 moves, and then, as shown in Figure 57(e), the effect patterns 210a, 210b, and 210c are finally displayed stopped in a combination that indicates a jackpot.

[0513] That is, the deja vu fluctuation pattern is one in which the same preview performance as the fluctuation performance of the first no-reach fluctuation pattern is executed until the middle of the fluctuation performance of the second no-reach fluctuation pattern.

[0514] In this embodiment, the deja vu variation pattern variation effect is executed only when the result of the big role lottery is a jackpot. That is, it is as if two consecutive variation effects are executed in a no-reach variation pattern, and after giving the player the impression that the result of the big role lottery is a miss, a special effect including the operation of the performance role device 202 is executed, and finally the performance symbols 210a, 210b, and 210c are displayed in a combination that notifies the player of a jackpot. This makes it possible to add an element of surprise and increase the interest of the game.

[0515] The execution pattern of the above-mentioned variable performance is determined and controlled by the sub-control board 330 based on the variable command determined by the main control board 300. In other words, it can be said that the execution pattern of the variable performance is determined in cooperation between the main control board 300 and the sub-control board 330.

[0516] FIG. 58 is a diagram illustrating the variable effect determination table according to this embodiment. FIG. 58(a) shows the first half variable effect determination table, and FIG. 58(b) shows the second half variable effect determination table. As described above, when a major role lottery is performed in the main control board 300, a variable command is determined based on the result of the major role lottery, and each determined command is sent to the sub-control board 330. When the sub-control board 330 receives a variable mode command, it obtains a random number from 0 to 249 and references the first half variable effect determination table to determine the execution pattern of the variable effect for the first half based on the obtained random number and the received variable mode command. When a variable pattern command is received, it obtains a random number from 0 to 249 and references the second half variable effect determination table to determine the execution pattern of the variable effect for the second half based on the obtained random number and the received variable pattern command. Note that FIG. 58 shows only a portion of the first half variable effect determination table and the second half variable effect determination table.

[0517] As shown in Fig. 58, according to the first half variable performance determination table, a selection ratio for the execution pattern of the first half variable performance is set for each variable mode number (variation mode command), and according to the second half variable performance determination table, a selection ratio for the execution pattern of the second half variable performance is set for each variable pattern number (variation pattern command). Then, by combining and executing the execution patterns of the determined first and second half variable performances, one variable performance is executed.

[0518] The no-reach fluctuation pattern is executed when the first half execution pattern is set to "none," indicating that the first half fluctuation pattern will not be executed, and the second half execution pattern is set to "normal miss 1" or "normal miss 2," which correspond to the no-reach fluctuation pattern. For example, when a fluctuation mode command corresponding to the fluctuation mode number "01H," indicating that the first half fluctuation pattern will not be executed, is received, the sub-control board 330 always determines "none" as the first half execution pattern. Furthermore, the selection ratio is set in the second half fluctuation pattern determination table so that only "normal miss 1" or "normal miss 2" is determined for the fluctuation pattern commands that can be received at the same time. Therefore, by determining "none" as the first half execution pattern and "normal miss 1" or "normal miss 2" as the second half execution pattern, the execution pattern for the fluctuation effect is determined to be the no-reach fluctuation pattern.

[0519] On the other hand, the variation performance of the reach variation pattern is executed when a pattern other than "none" is determined as the execution pattern of the first half, and a development performance (shown as a development miss or development win in the figure) is determined as the execution pattern of the second half. In other words, when the variation performance of the reach variation pattern is executed in the main performance display unit 200a, a variation mode command corresponding to a variation mode number other than the variation mode number = 01H is always received, and a variation pattern command corresponding to a variation pattern number that determines either a development miss or a development win is received.

[0520] Here, in Figure 58 (a), "Normal Reach 1" and "Normal Reach 2" in the first half of the execution pattern respectively indicate the background image and the variable display pattern of the effect symbols 210a, 210b, 210c displayed on the main effect display unit 200a until the effect symbols 210a, 210b, 210c reach the reach state, more specifically, until the development effect starts, among the variable effects of the normal reach variable pattern. These image patterns are designed in advance to match the variable display time of the special symbol associated with the variable mode number.

[0521] In addition, in the second half variable effect determination table shown in Figure 58, the selection ratio is set so that the variable effect of the normal reach variable pattern is executed only if the result of the big role lottery is a miss.

[0522] Furthermore, the deja vu variation pattern variation effect is executed when "none" is determined as the first half execution pattern, indicating that the first half variation effect will not be executed, and "deja vu hit" corresponding to the deja vu variation pattern is determined as the second half execution pattern. For example, when a variation mode command corresponding to the variation mode number "AAH" indicating that the first half variation effect will not be executed is received, the sub-control board 330 always determines "none" as the first half execution pattern. Furthermore, the selection ratio is set in the second half variation effect determination table so that only "deja vu hit" is determined for the variation pattern command ("BBH") that can be received at the same time. Therefore, by determining "none" as the first half execution pattern and "deja vu hit" as the second half execution pattern, the execution pattern of the variation effect is determined to be the deja vu variation pattern. That is, in the variation effect determination table shown in FIG. 58, the selection ratio is set so that the deja vu variation pattern variation effect is executed only if the result of the big role lottery is a jackpot.

[0523] Also, in Figure 58 (a), "pseudo 2a" and the like in the execution pattern of the first half indicate the display pattern of the main variation effect image displayed on the main effect display unit 200a until the reach development effect starts, among the variation effects of the pseudo continuous reach variation pattern, that is, the execution pattern of the pattern display effect in which the effect symbols 210a, 210b, and 210c are displayed in a variable manner. For example, "pseudo 2a" indicates that the pseudo continuous reach variation pattern of "pseudo 2" in which the variation display number of the effect symbols 210a, 210b, and 210c is two, and the main variation effect image is display pattern a. Also, "pseudo 3b" indicates that the pseudo continuous reach variation pattern of "pseudo 3" in which the variation display number of the effect symbols 210a, 210b, and 210c is three, and the main variation effect image is display pattern b.

[0524] In the first half variation effect determination table and the second half variation effect determination table shown in Figure 58, the selection ratio is set so that the variation effect of the normal reach variation pattern is executed only when the result of the big role lottery is a miss. Also, the advanced reach variation pattern and the pseudo-continuous reach variation pattern are determined both when there is a miss and when there is a jackpot, but the advanced reach variation pattern has a higher selection ratio when there is a miss and a lower selection ratio when there is a jackpot than the pseudo-continuous reach variation pattern. In this way, by setting the selection ratio when there is a miss and when there is a jackpot, the pseudo-continuous reach variation pattern is set to have a higher reliability than the advanced reach variation pattern.

[0525] Furthermore, in the pseudo-successive reach fluctuation pattern, the more the number of pseudo times, the higher the selection ratio at the time of big win and the lower the selection ratio at the time of miss, and the more the number of pseudo times, the higher the reliability is set.

[0526] As described above, the general flow of the variable performance is determined by the variable performance determination table, but at the start of the variable performance, the execution possibility and execution pattern of various element performances that make up the variable performance are further determined based on the variable mode command or the variable pattern command. Here, the element performance refers to all performances that make up the variable performance, such as the variable display of the performance symbols 210a, 210b, and 210c on the main performance display unit 200a, the development image displayed on the main performance display unit 200a in the reach development performance, and even the performance that moves the performance role device 202. In this embodiment, as element performances that make up the variable performance, preview performances (suggestive performances) are executed at various times during the variable performance.

[0527] This preview effect is an effect in which a predetermined image is displayed on the main effect display unit 200a or the effect role device 202 is moved at a predetermined timing at the start of a variation effect, when the variation effect of the pseudo-continuous reach variation pattern variation effect is re-varied and displayed, and further, at a predetermined timing during a variation effect such as during a reach development effect, and the possibility of execution and the execution pattern are determined for each preview effect. Each preview effect is provided with a plurality of types of execution patterns, and for each of the plurality of execution patterns, a selection ratio is set for each variation pattern command or variation mode command, in other words, for each possibility of winning a jackpot, and an expected value is set for each execution pattern according to this selection ratio.

[0528] Figure 59 is a diagram illustrating an example of a preview effect. Figure 59(a) shows an example of a line preview effect that can be executed at the start of a variable effect, and in the variable effect of a pseudo-continuous reach variable pattern, it is also executed when the variable display of the effect symbols 210a, 210b, and 210c is re-executed. In the line preview effect, as shown in Figure 59(a), after the variable display of the effect symbols 210a, 210b, and 210c begins, a character and a message are displayed at the bottom of the main effect display section 200a. There are multiple execution patterns for this line preview effect, and for each execution pattern, the combination of the character and message displayed on the effect display section 200a is different.

[0529] Figure 59(b) shows an example of a movable body preview effect that can be executed 2 seconds after the start of the variation effect, and in the variation effect of the pseudo-continuous reach variation pattern, it is also executed 2 seconds after the re-variation display of the performance symbols 210a, 210b, 210c starts. In the movable body preview effect, as shown in Figure 59(b), 2 seconds after the start of the variation display of the performance symbols 210a, 210b, 210c, the performance role device 202 is moved to the center of the main performance display section 200a.

[0530] Figure 59(c) shows an example of a cut-in notice effect that can be executed 4 seconds after the change effect starts, and in the change effect of the pseudo-continuous reach change pattern, it is also executed 4 seconds after the re-change display of the effect patterns 210a, 210b, 210c starts. In the cut-in notice effect, as shown in Figure 59(c), 4 seconds after the change display of the effect patterns 210a, 210b, 210c starts, a cut-in image is displayed in the center of the main effect display section 200a. There are multiple execution patterns for the cut-in notice effect, and the cut-in image displayed on the effect display section 200a is different for each execution pattern.

[0531] In reality, there are various other preview effects in addition to those mentioned above, and the preview effect that has been decided to be executed will be executed at a predetermined timing during the variable effect set for each preview effect.

[0532] Fig. 60 is a diagram illustrating the preview performance determination table. As shown in this figure, the preview performance determination table sets, for each variable mode number (variable mode command), a selection ratio for the execution pattern of the preview performance (shown on the horizontal axis in Fig. 60) or whether or not to execute it. Here, the execution pattern of the preview performance marked "not executed" in the figure means that the preview performance in question is not executed, and if this "not executed" is determined, the preview performance will not be executed at the start of the variable performance.

[0533] For example, the execution pattern of the preview effect marked "Line Preview A-1" in Figure 60(a) is an effect in which a character and a message are displayed in the main effect display section 200a, as shown in Figure 59(a). Note that the Roman letters written below "Line Preview" indicate the type of character, and the numbers indicate the type of message.

[0534] Also, for example, if "execute" in Figure 60(b) is decided, two seconds after the start of the variable performance, the performance prop device 202 will be moved to the center of the main performance display section 200a, as shown in Figure 59(b).

[0535] FIG. 61 is a diagram illustrating the special effect determination table according to this embodiment. In the special effect execution determination table, a selection ratio is set for each variation pattern number (variation pattern command) so that either "execute" or "not execute" is determined with a predetermined probability. Here, "execute" shown in FIG. 61 indicates the execution of a special effect, and "not execute" indicates the non-execution of a special effect. In this embodiment, the selection ratio is set so that when a variation effect of a deja vu variation pattern is executed, the special effect is always executed. In addition, the selection ratio is set so that when a variation effect other than a deja vu variation pattern is executed, the special effect is not executed.

[0536] Figure 62 is a diagram explaining an example of the execution mode of the variation performance in the deja vu variation pattern according to this embodiment. In Figure 62, when the deja vu variation pattern is executed, in the variation performance of the first no-reach variation pattern as described above, the case where the execution of "line notice performance A-3", "movable body notice performance", "cut-in notice performance B-2" is determined will be explained.

[0537] For example, as shown in Figure 62, in the first section, the first no-reach variation pattern variation performance is executed, and when the performance patterns 210a, 210b, and 210c are temporarily stopped and displayed in a combination that indicates a miss, in the second section, the second no-reach variation pattern variation performance is started.

[0538] Then, in the middle of the second 6-second no-reach variable pattern variation effect (in this embodiment, 5 seconds after the start of the second section), a special effect is suddenly executed, and finally the effect patterns 210a, 210b, and 210c are displayed stopped in a combination that indicates a jackpot.

[0539] Although detailed explanations are omitted, the images for the effects are generated by stacking image data on multiple layers. Each layer is assigned a priority, and images displayed on a layer with a relatively high priority are displayed on top of images displayed on a layer with a relatively low priority. In this embodiment, the layer on which the special effect is executed has a higher priority than the layer on which the second 6-second no-reach variation pattern variation effect is executed. Therefore, in this embodiment, when the special effect is executed, the image resulting from the variation effect of the second 6-second no-reach variation pattern executed on a layer with a lower priority than the layer on which the special effect is executed becomes invisible. However, when the special effect is executed, at least a portion of the image resulting from the variation effect of the second 6-second no-reach variation pattern executed on a layer with a lower priority than the layer on which the special effect is executed may be visible. Furthermore, when the special effect is started, the execution of the second 6-second no-reach variation pattern currently being executed may be suspended.

[0540] In this embodiment, the first section is made up of 6 seconds, and the second section is made up of 9 seconds. Also, in this embodiment, 5 seconds after the start of the second section, the execution of a special effect including the operation of the special effect device 202 begins. Note that in the special effect, in addition to the operation of the special effect device 202, various dedicated effects are executed in the respective performance devices of the main performance display unit 200a, the performance lighting device 204, and the audio output device 206. Note that while the special effect is being executed, the playback of various sounds for the second 6-second no-reach variation pattern is interrupted.

[0541] In this embodiment, in the first 6-second no-reach variation pattern variation performance and the second 6-second no-reach variation pattern variation performance, the preview performances other than the "movable body preview performance" are executed in exactly the same execution mode. That is, in the first no-reach variation pattern variation performance, the various images displayed on the main performance display unit 200a, the light emitting patterns in the performance lighting device 204, and the various sounds output by the sound output device 206 are executed in the same mode until halfway through the second no-reach variation pattern variation performance.

[0542] In the example shown in Figure 62, "Dialogue preview performance A-3" and "Cut-in preview performance B-2" are executed in the first 6-second no-reach variation pattern variation performance and the second 6-second no-reach variation pattern variation performance, respectively.

[0543] On the other hand, in this embodiment, when the "movable body advance notice performance" is executed in the first 6-second no-reach fluctuation pattern fluctuation performance, the "movable body advance notice performance" is not executed in the second 6-second no-reach fluctuation pattern fluctuation performance. This makes it possible to suppress the risk of the "movable body advance notice performance" being executed in the second 6-second no-reach fluctuation pattern fluctuation performance, which may interfere with the operation of the performance prop device 202 executed in the special performance.

[0544] In this way, if the various images displayed on the main effect display unit 200a, the light-emitting patterns of the effect lighting device 204, and the various sounds output from the audio output device 206 were executed in exactly the same manner in two consecutive variable effects, the player would feel uneasy. As described above, the execution and execution mode of the preview effect are determined by lottery. Therefore, it is possible that the exact same preview effect will be executed in consecutive variable effects. Furthermore, there have been conventional machines that have a specification that increases the expectation level when the same effect occurs consecutively within one or multiple variations. However, because the other effects are different, or the chance-up patterns are different, it is difficult for the user to recognize whether the conditions for the same effect to occur consecutively are met. Furthermore, in general, the exact same effect is not executed in the so-called pseudo 1st section and the so-called pseudo 2nd section, and it is common for more reliable effects of the same type to appear as the pseudo section progresses. Therefore, if effects are executed consecutively in exactly the same manner, as in this embodiment, the player is likely to feel uneasy.

[0545] Furthermore, for preview effects other than the "moving object preview effect," the exact same execution mode is determined for the first 6-second no-reach variable pattern variation effect and the second 6-second no-reach variable pattern variation effect, whereas even if the "moving object preview effect" is executed in the first 6-second no-reach variable pattern variation effect, the "moving object preview effect" is not executed in the second 6-second no-reach variable pattern variation effect. This makes it easier for players to feel uncomfortable. In this way, the special effect is executed while the player is feeling uncomfortable, making it possible to improve the presentation effect.

[0546] Next, the specific processing from determining the above-mentioned variable performance to its execution will be explained. Figure 63 is a diagram illustrating the operation buffer 218 and performance buffer 220 provided on the sub-control board 330. The sub-control board 330 is provided with the operation buffer 218 shown in Figure 63(a) and the performance buffer 220 shown in Figure 63(b). As shown in Figure 63(a), the operation buffer 218 has a memory area capable of storing messages for each type of element performance.

[0547] When the main control board 300 starts varying the display of the special symbols, the main control board 300 transmits a variation mode command and a variation pattern command to the sub-control board 330. When the sub-control board 330 receives the variation mode command and the variation pattern command, it determines whether or not to execute each of the various elemental effects that make up the variation effects, such as preview effects, and the execution pattern based on the received commands, as described above.

[0548] Then, the sub-CPU 330a stores a message indicating the execution pattern of the element effect that has been determined to be executed in the effect buffer 220. The message functions as a command for executing various effects. The message includes information indicating a rough classification (type) of the effect, information indicating a detailed type of the effect, information for identifying the device to which the message is to be sent, and the like.

[0549] The messages stored in the performance buffer 220 in this way are transferred (stored) in the operation buffer 218 at a predetermined timing. The sub-CPU 330a sequentially acquires the messages transferred to the operation buffer 218 according to the elapsed time since the start of the variable performance, and outputs the acquired messages to each performance device, namely, the main performance display unit 200a, the performance prop device 202, the performance lighting device 204, and the audio output device 206. When each performance device receives a message, it executes various performances based on the received message. In this way, each element performance is executed according to the execution pattern determined at the start of the variable performance.

[0550] Here, the performance buffer 220 has a plurality of pseudo buffers, each of which has a predetermined storage order in the operation buffer 218. Specifically, the performance buffer 220 has three divided buffers: a pseudo 1 buffer 220a, which has a predetermined first storage order, a pseudo 2 buffer 220b, which has a predetermined second storage order, and a pseudo 3 buffer 220c, which has a predetermined third storage order. As shown in FIG. 63(b), the pseudo 1 buffer 220a, the pseudo 2 buffer 220b, and the pseudo 3 buffer 220c each have a storage area capable of storing messages for each type of element performance. In other words, the operation buffer 218, the pseudo 1 buffer 220a, the pseudo 2 buffer 220b, and the pseudo 3 buffer 220c each have the same number of storage areas.

[0551] In the variation performance of this embodiment, one or more performance breakpoints including at least one performance start point are set. For example, in the variation performance of the no-reach variation pattern and the normal reach variation pattern, only one performance start point is set as a performance breakpoint. On the other hand, in the variation performance of the pseudo 2 pseudo continuous reach variation pattern, two performance breakpoints are set: the performance start point and the start of the second variation of the main variation performance image. Similarly, in the variation performance of the pseudo 3 pseudo continuous reach variation pattern, three performance breakpoints are set: the performance start point and the start of the second and third variations of the main variation performance image.

[0552] In addition, the change performance of the deja vu change pattern has two performance breakpoints set: the performance start point, i.e., the start of the first section, and the start of the second change of the main change performance image, i.e., the start of the second section.

[0553] In other words, in this embodiment, the display start point of the main variable effect image, in other words, the start point of the variable display of the effect patterns 210a, 210b, and 210c, is set as the breakpoint of the effect.

[0554] In the performance buffer 220, divided buffers are provided in the same number as the maximum performance breakpoints set in one variable performance (here, three times for the pseudo-3 reach variable pattern), and each divided buffer is associated with one of the performance breakpoints in the variable performance.

[0555] Then, the sub-CPU 330a basically stores a message indicating the execution pattern of the element effect that has been decided to be executed in one of a plurality of divided buffers according to the execution timing of the element effect that has been decided to be executed. For example, in the variable effect of a reach variation pattern and a normal reach variation pattern in which only the effect start point is set as the effect breakpoint, the message is stored in the divided buffer (pseudo 1 buffer 220a) to which the effect start point is associated. On the other hand, in the variable effect in which a plurality of effect breakpoints are set, the message is stored in the divided buffer to which the effect breakpoint immediately before the execution of each element effect is associated.

[0556] Specifically, for the fluctuation presentation of the no-reach fluctuation pattern and the normal-reach fluctuation pattern, both messages are stored in the pseudo 1 buffer 220a.

[0557] Furthermore, for the fluctuation effects of the pseudo 2 pseudo continuous reach fluctuation pattern, a lottery for the element effects executed during the first fluctuation display of the main fluctuation effect image (until before the second main fluctuation effect image is displayed) and a lottery for the element effects executed after the start of the second fluctuation display of the main fluctuation effect image are executed separately. Then, messages related to the element effects executed during the first fluctuation display of the main fluctuation effect image (until before the second main fluctuation effect image is displayed) are stored in the pseudo 1 buffer 220a, and messages related to the element effects executed after the start of the second fluctuation display of the main fluctuation effect image are stored in the pseudo 2 buffer 220b. Therefore, of the fluctuation effects of the pseudo 2 pseudo continuous reach fluctuation pattern, all messages related to the element effects after the start of the reach development effect are stored in the pseudo 2 buffer 220b.

[0558] Similarly, for the variation effect of the pseudo 3 pseudo continuous reach variation pattern, as shown in Figure 63 (b), a lottery for the element effect executed during the first variation display of the main variation effect image (until before the second main variation effect image is displayed), a lottery for the element effect executed after the start of the second variation display of the main variation effect image, and a lottery for the element effect executed after the start of the third variation display of the main variation effect image are each executed separately. Then, a message related to the element effect executed during the first variation display of the main variation effect image (until before the second main variation effect image is displayed) is stored in the pseudo 1 buffer 220a, and a message related to the element effect executed during the second variation display of the main variation effect image (from the start of the display of the second main variation effect image to before the display of the third main variation effect image) is stored in the pseudo 2 buffer 220b. Also, a message related to the element effect executed after the start of the third variation display of the main variation effect image is stored in the pseudo 3 buffer 220c. Therefore, among the variable effects of the pseudo 3 pseudo continuous reach variation pattern, all messages relating to the element effects after the start of the reach development effect are stored in the pseudo 3 buffer 220c.

[0559] On the other hand, for the variation effect of the deja vu variation pattern, only the lottery for the element effect executed during the variation display of the first section (until the second main variation effect image is displayed) and the lottery for the special effect are executed.Then, as shown in Figure 63 (c), the message for the element effect executed during the first variation display of the main variation effect image (until the second main variation effect image is displayed) and the message for the special effect are stored in the pseudo 1 buffer 220a.In other words, for the variation effect of the deja vu variation pattern, two effect breakpoints are set at the start of the first section and the start of the second section, but the message is not stored in the pseudo 2 buffer 220b, and the message is stored only in the pseudo 1 buffer 220a.

[0560] 64 is a first diagram illustrating the flow of storing effect element information from the effect buffer 220 to the operation buffer 218. When the possibility of execution of each element effect and the execution pattern are determined at the start of the variable effect, a message indicating the execution pattern of the element effect that has been determined to be executed is stored in one of the divided buffers depending on the execution time.

[0561] Figure 64 shows a case where a variation effect of a pseudo 3 pseudo continuous reach variation pattern is executed. When a variation effect of a pseudo 3 pseudo continuous reach variation pattern is executed, whether or not to execute an element effect and an execution pattern are determined for each display of a main variation effect image. Then, as shown in Figure 63(b), it is assumed that a line preview effect A-1 is determined as the element effect to be executed during the first display of a main variation effect image, a line preview effect A-3 is determined as the element effect to be executed during the second display of a main variation effect image, and a movable body preview is determined as the element effect to be executed during the third display of a main variation effect image.

[0562] In this case, a message indicating the determined line preview performance A-1 is stored in the pseudo 1 buffer 220a of the performance buffer 220, a message indicating the execution pattern of the determined line preview performance A-3 is stored in the pseudo 2 buffer 220b of the performance buffer 220, and a message indicating the determined execution pattern of the movable object preview is stored in the pseudo 3 buffer 220c of the performance buffer 220. Note that the pseudo 3 buffer 220c also stores a message indicating the element performance that has been determined to be executed during the development performance.

[0563] Then, when a message is stored in the performance buffer 220, as shown in Fig. 64(b), with the start of the variable performance, first, the message stored in the pseudo 1 buffer 220a is stored in the operation buffer 218. At this time, each message stored in the pseudo 1 buffer 220a is deleted from the pseudo 1 buffer 220a.

[0564] The output timing of each message stored in the operation buffer 218 is preset by a master table, which will be described later. Based on the master table, the act section 340 of the sub-CPU 330a outputs the messages stored in the operation buffer 218 to each performance device at a predetermined output timing. This results in the element performance being executed according to the determined execution pattern. The messages stored in the operation buffer 218 are erased when the variable performance ends.

[0565] In addition, the sub-CPU 330a monitors the effect breakpoint, and when it is time to start the variable display of the second main variable effect image, it deletes the message stored in the operation buffer 218, and as shown in Fig. 64(c), it stores the message stored in the pseudo 2 buffer 220b in the operation buffer 218. In this case, too, messages are sequentially acquired from the operation buffer 218 according to the elapsed time from the start of the variable effect or the start of the variable display of the second main variable effect image, and the acquired messages are output to each effect device.

[0566] Then, when the timing for starting the display of the third main variation effect image is reached, the message stored in the operation buffer 218 is deleted, and as shown in Fig. 64(d), the message stored in the pseudo 3 buffer 220c is stored in the operation buffer 218. In this case as well, messages are sequentially acquired from the operation buffer 218 according to the time elapsed from the start of the variation effect or the timing for starting the display of the third main variation effect image, and the acquired messages are output to each performance device.

[0567] As described above, when a variable effect starts, messages related to element effects to be executed during the variable effect are basically stored in the divided buffers corresponding to the execution times in the effect buffer 220. Then, every time an effect breakpoint arrives, messages are stored in the operation buffer 218 in divided buffer units, and the messages stored in the operation buffer 218 are output to each effect device in sequence.

[0568] Figure 65 is the second diagram explaining the flow of storing performance element information from the performance buffer 220 to the operation buffer 218. Figure 65 shows the case where a deja vu variation pattern variation performance is executed. When a deja vu variation pattern variation performance is executed, only the lottery for the element performance executed during the first section variation display (until before the second main variation performance image is displayed) and the lottery for the special performance are executed. Then, as shown in Figure 63(c), "Preview performance A-3", "movable body preview performance", and "Preview performance B-2" are determined as the element performances to be executed in the first section variation display, and it is also determined that a special performance will be executed.

[0569] In this case, as shown in Figure 63(c), a message indicating the determined dialogue preview performance A-3, a message indicating the dialogue preview performance B-2, a message indicating the movable object preview performance, and a message indicating the special performance are stored in the pseudo-1 buffer 220a of the performance buffer 220.

[0570] Then, when a message is stored in the performance buffer 220, as shown in Fig. 65, with the start of the variable performance, first, the message stored in the pseudo 1 buffer 220a is stored in the operation buffer 218. At this time, each message stored in the pseudo 1 buffer 220a is deleted from the pseudo 1 buffer 220a.

[0571] The messages stored in the operation buffer 218 are acquired sequentially according to the time elapsed since the start of the variable effect, and the acquired messages are output to each effect device, and the element effect is executed in the determined execution pattern. Note that each message stored in the operation buffer 218 is erased when the variable effect ends. Also, the entire area of ​​the operation buffer 218 may be cleared when the variable effect starts.

[0572] In addition, the sub-CPU 330a monitors the effect breakpoint, and when the second main variation effect image of the deja vu variation pattern begins to vary, messages are sequentially acquired from the operation buffer 218 according to the elapsed time from the second main variation effect image variation start timing, and the acquired messages are output to each effect device. At this time, since the message stored in the operation buffer 218 from the pseudo 1 buffer 220a remains with the start of the variation effect, the same message as in the first interval is transmitted in the second interval.

[0573] As described above, in the performance buffer 220, when a variation performance of a deja vu variation pattern is executed, the message is transferred from the performance buffer 220 to the operation buffer 218 only at the start of the variation performance, which makes it possible to reduce the processing load. In addition, since the transfer is not executed again, it is also possible to suppress the risk of a malfunction such as the omission of a message that should be stored.

[0574] When the variable effect starts, first, the master table corresponding to the execution pattern of the first half variable effect is activated. Also, when the second half variable effect starts, the master table corresponding to the execution pattern of the second half variable effect is activated. Each master table is provided for the execution pattern of the first half variable effect and the execution pattern of the second half variable effect described above.

[0575] Figure 66 is a diagram illustrating a master table for a deja vu fluctuation pattern. As shown in Figure 66, the master table specifies the timing for starting a child table linked to the master table. That is, the child table is started according to the elapsed time from the start of the fluctuation performance specified in the master table (or the elapsed time from the start of the latter half fluctuation performance).

[0576] The child table defines an operation according to the time elapsed since the child table was started, for example. Then, when the set time has elapsed and it is time to execute a preview effect, if a message is stored in the corresponding memory area of ​​the operation buffer 218, the message is output to each effect device.

[0577] Note that a child table may be linked to another child table as shown in Fig. 66. Furthermore, each child table is configured to be able to be activated simultaneously.

[0578] In other words, each child table has the function of outputting a message stored in a specified area of ​​the operation buffer to each performance device at a specified timing when the message is stored in the specified area of ​​the operation buffer, and also the function of activating another child table.

[0579] When the master table shown in FIG. 66 is activated, the master table activates the performance execution table for the first section as a child table when the time elapsed since the start of the fluctuation is 0 seconds, that is, at the start of the fluctuation.

[0580] The performance execution table for the first section further activates child tables such as a line preview A execution table and a movable object preview execution table, which are provided for each type of line preview that can occur in the first section.

[0581] In addition, the dialogue preview A execution table further activates the dialogue preview A-1 execution table, the dialogue preview A-2 execution table, and the dialogue preview A-3 execution table, which are provided for each of the more detailed types of dialogue preview A (dialogue preview A-1 to dialogue preview A-3).

[0582] The line preview A-1 execution table outputs a message to each production device when a message is stored in the storage area of ​​the operation buffer 218 corresponding to the line preview A-1. Similarly, the line preview A-2 execution table outputs a message to each production device when a message is stored in the storage area of ​​the operation buffer 218 corresponding to the line preview A-2, and the line preview A-3 execution table outputs a message to each production device when a message is stored in the storage area of ​​the operation buffer 218 corresponding to the line preview A-3.

[0583] In this way, the various element effects that have been determined to be executed in the first section are executed. That is, after a child table is activated, the elapsed time set for that child table elapses, and when the execution timing of the preview effect corresponding to that child table is reached, if a message is stored in the memory area of ​​the corresponding operation buffer 218, the message is output to each performance device, thereby executing the preview effect at the appropriate timing. However, when the execution timing of each preview effect is reached, the corresponding child table is activated, and if a message is stored in the memory area of ​​the operation buffer 218, the message may be immediately output to each performance device, thereby executing the preview effect at the appropriate timing.

[0584] Also, as shown in FIG. 66, the master table activates the performance execution table for the second section as a child table when 6 seconds have elapsed since the start of the fluctuation, that is, at the start of the second section.

[0585] The performance execution table for the second section further activates child tables such as the dialogue preview A execution table, which is provided for each type of dialogue preview that can occur in the second section. Also, at this time, the performance execution table for the second section does not activate the moving object preview execution table. This makes it possible to limit the occurrence of moving object previews in the second section. Otherwise, various element performances are executed in the same way as in the first section described above.

[0586] Also, as shown in FIG. 66, the master table activates the special effect execution table as a child table when 11 seconds have elapsed since the start of the variation, i.e., when the special effect begins. In this embodiment, the priority of the layer in which the various element effects are executed by the special effect execution table is set higher than the priority of the layer in which the various element effects are executed by the active second section effect execution table. As a result, in this embodiment, when the special effect is executed, the image of the second 6-second no-reach variation pattern, which is executed in a layer with a lower priority than the layer in which the special effect is executed, becomes invisible. Furthermore, when the special effect execution table is activated, the playback of various sounds for the second 6-second no-reach variation pattern is interrupted. This allows the player to have the impression that the variation effect has been replaced by the special effect midway through the second section. In addition, when the special effect execution table is activated, the execution of the second 6-second no-reach variable pattern that is currently being executed may be interrupted by discarding the execution table for the second section that is currently being executed when the special effect is started.

[0587] In addition, the special effect performance execution table further activates child tables such as the movable body performance execution table, which are provided for each element performance that makes up the special effect, and when a message is stored in the memory area of ​​the operation buffer 218, the message is output to each performance device, thereby executing the various element performances that make up the special effect.

[0588] Next, we will explain the processing in the sub-control board 330 for executing the above-mentioned effects. Note that, hereinafter, we will omit explanations of the processing in the sub-control board 330 that is not related to executing the above-mentioned effects.

[0589] (Sub-CPU initialization process of the sub-control board 330) FIG. 67 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330.

[0590] (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.

[0591] (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.

[0592] (Sub-timer interrupt processing of the sub-control board 330) 68 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.

[0593] (Step S1100-1) The sub CPU 330a saves the register.

[0594] (Step S1100-3) The sub CPU 330a performs processing to permit an interrupt.

[0595] (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.

[0596] (Step S1200) The sub-CPU 330a performs sub-main processing. Here, the sub-CPU 330a analyzes commands stored in the receive buffer of the sub-RAM 330c and performs various processes according to the received commands. When a command is sent from the main control board 300, the sub-control board 330 performs command reception interrupt processing, and the command sent 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 processing. This sub-main processing will be described later.

[0597] (Step S1300) The act section 340 performs act section main processing, which will be described in detail later.

[0598] (Step S1100-7) The sub CPU 330a restores the register and ends the sub timer interrupt process.

[0599] FIG. 69 is a flowchart illustrating the sub-main processing in the sub-control board 330.

[0600] (Step S1210-1) The sub-CPU 330a determines whether a fluctuation command has been received. The fluctuation command is set in the main control board 300 in steps S612-21 and S612-25 of Fig. 33, and then transmitted to the sub-control board 330 by the sub-command transmission process of step S100-65 (see Fig. 18). If it is determined that a fluctuation command has been received, the process proceeds to step S1210-3, and if it is determined that a fluctuation command has not been received, the fluctuation command reception process is terminated.

[0601] (Step S1210-3) The sub-CPU 330a analyzes the received fluctuation mode command, and determines and stores an execution pattern for the first half fluctuation performance with reference to the first half fluctuation performance determination table shown in FIG. 58(a).

[0602] (Step S1210-5) The sub-CPU 330a checks the execution pattern of the first half of the variable effects and extracts executable element effects. Then, it determines whether to execute the extracted element effects and the execution pattern. In addition, the sub-CPU 330a stores a message for the element effects that it has decided to execute in a predetermined pseudo buffer of the effect buffer 220.

[0603] (Step S1210-7) The sub-CPU 330a analyzes the received variation pattern mode, and determines and stores an execution pattern of the variation performance in the second half with reference to the latter half variation performance determination table shown in FIG. 58(b).

[0604] (Step S1210-9) The sub-CPU 330a checks the execution pattern of the second half of the variable effects and extracts executable element effects. Then, it determines whether to execute the extracted element effects and the execution pattern. In addition, the sub-CPU 330a stores a message for the element effects that it has decided to execute in a predetermined pseudo buffer of the effect buffer 220.

[0605] (Step S1210-11) The sub-CPU 330a activates the master table corresponding to the execution pattern of the first half variable performance determined in the above step S1210-3.

[0606] 70 is a flowchart illustrating the above-mentioned act part main process (S1300). This act part main process starts when the master table is activated.

[0607] (Step S1300-1) The act section 340 determines whether it is the start of the second half variation performance. As a result, if it is determined that it is the start of the second half variation performance, the process proceeds to step S1300-3, and if it is determined that it is not the start of the second half variation performance, the process proceeds to step S1300-5.

[0608] (Step S1300-3) The effect execution table for the second half variable effect is started. Here, the master table corresponding to the execution pattern of the second half variable effect determined in step S1210-7 is started.

[0609] (Step S1300-5) The act section 340 adds the counter value of the variable time measuring timer and updates the execution time of the variable performance.

[0610] (Step S1300-7) The act section 340 determines whether or not it is in the second section of the deja vu fluctuation pattern. As a result, if it is in the second section of the deja vu fluctuation pattern, the process proceeds to step S1300-9, and if it is not in the second section of the deja vu fluctuation pattern, the process proceeds to step S1300-11.

[0611] (Step S1300-9) The act unit 340 executes a masking process to restrict the output of the message of the moving object preview performance to each performance device during the second section of the deja vu variation pattern. For example, the masking process may delete the message of the moving object preview performance stored in the operation buffer. Alternatively, in S1300-11 described later, a process to restrict the transmission of the message of the moving object preview performance stored in the operation buffer may be executed.

[0612] (Step S1300-11) The act unit 340 activates each child table at the timing specified in the master table, and if a message is stored in a predetermined area of ​​the operation buffer, transmits the stored message to each performance device. Note that, if mask processing is executed in the above step S1300-9, the act unit 340 does not transmit the message of the movable object preview performance stored in the operation buffer to each performance device.

[0613] 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.

[0614] In the above embodiment, an example of the application of the present invention to a first-type gaming machine has been described, but the gameplay of the gaming machine to which the present invention can be applied is not limited to this. For example, it goes without saying that the present invention can also be applied to a second-type gaming machine and a first-type / second-type mixed gaming machine. Therefore, only one of the big win symbol and the small win symbol may be provided. In any case, the gameplay of the gaming machine to which the present invention can be applied is not particularly limited.

[0615] In any case, the present invention is widely applicable to the following gaming machines. A performance determination means (in the above embodiment, as an example, a sub-CPU 330a that executes the process of FIG. 69, an act section that executes the process of FIG. 70) that stores (in the above embodiment, as an example, a message) information indicating the execution mode of the determined performance in a predetermined storage area (in the above embodiment, as an example, the operation buffer 218) (in the above embodiment, as an example, transfers the information from the pseudo 1 buffer 220a to the operation buffer 218); A performance execution means (in the above embodiment, as an example, an act unit that executes the process of FIG. 70) that executes a performance based on information stored in a predetermined storage area (in the above embodiment, as an example, the operation buffer 218); Equipped with The means of performance execution is Execute a first effect (in the above embodiment, as an example, the effect of the first section of the deja vu variation pattern) based on information (in the above embodiment, as an example, the message) stored in a predetermined storage area (in the above embodiment, as an example, the operation buffer 218), The second performance (in the above embodiment, as an example, the performance of the second section of the deja vu variation pattern) can be executed based on information (in the above embodiment, as an example, the message) stored in the same predetermined area (in the above embodiment, as an example, the operation buffer 218) that was referenced when the first performance was executed, When the execution mode is the same between the first and second effects, the expectation is higher than when the execution modes are different.

[0616] The means for determining the performance is A predetermined lottery process (in the above embodiment, the process of step S1210-9, for example) is executed to execute the first effect. It is not necessary to execute a predetermined lottery process in order to execute the second effect.

[0617] The means for determining the performance is Storing information in a predetermined storage area (in the above embodiment, as an example, the operation buffer 218) to execute the first effect, It is not necessary to store information in a predetermined storage area (for example, the operation buffer 218 in the above embodiment) in order to execute the second effect.

[0618] Furthermore, the present invention is widely applicable to the following gaming machines. A performance determination means for determining the performance execution mode (in the above embodiment, for example, the sub-CPU 330a for executing the process of FIG. 69 and the acting section for executing the process of FIG. 70); A performance execution means (in the above embodiment, as an example, an act unit that executes the process of FIG. 70) that executes a performance based on information indicating the performance mode (in the above embodiment, as an example, a message); Equipped with The means of performance execution is Based on the information (in the above embodiment, as an example, the message stored in the operation buffer 218), a first effect (in the above embodiment, as an example, the effect of the first section of the deja vu variation pattern) is executed, The second effect (in the above embodiment, as an example, the effect of the second section of the deja vu variation pattern) can be executed based on the same information as the first effect (in the above embodiment, as an example, the message stored in the operation buffer 218). When the execution mode is the same between the first and second effects, the expectation is higher than when the execution modes are different.

[0619] In the above embodiment, the deja vu variation pattern is executed only when the result of the big role lottery is a jackpot. That is, when the deja vu variation pattern is executed, the expectation of a win is higher than when the effects are executed consecutively in different modes. However, the deja vu variation pattern may be executed both when the result of the big role lottery is a jackpot and when the result is a miss. In this case, the deja vu variation pattern executed when the result of the big role lottery is a miss is a so-called false effect, and the effect symbols 210a, 210b, and 210c are finally displayed in a combination that indicates a miss. Even in this case, the deja vu variation pattern, i.e., when the effects are executed consecutively in exactly the same mode, the expectation of a win is higher than when the effects are executed consecutively in different modes. [Explanation of symbols]

[0620] 100 gaming machines 218 Operation Buffer 220 Production buffer 220a Pseudo 1 buffer 220b pseudo 2 buffer 220c pseudo 3 buffer 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 340 Acting Department

Claims

1. A performance determination means for storing information indicating the determined performance execution mode in a predetermined storage area; a performance execution means for executing a performance based on the information stored in the predetermined storage area; Equipped with The performance execution means execute a first performance based on the information stored in the predetermined storage area; A second performance can be executed based on the information stored in the same predetermined area as that referenced when executing the first performance, The gaming machine is characterized in that the degree of expectation is higher when the first and second performances have the same execution mode than when the execution modes are different.

2. The effect determination means Execute a predetermined lottery process to execute the first effect; The gaming machine according to claim 1 , wherein the predetermined lottery process is not executed in order to execute the second effect.

3. The effect determination means Storing the information in the predetermined storage area in order to execute the first performance; 3. The gaming machine according to claim 1, wherein the information is not stored in the predetermined memory area in order to execute the second effect.

4. A performance determination means for determining a performance execution mode; a performance execution means for executing a performance based on information indicating a performance execution mode; Equipped with The performance execution means Based on the information, a first performance is executed. A second performance can be executed based on the same information as that of the first performance, The gaming machine is characterized in that the degree of expectation is higher when the first and second performances have the same execution mode than when the execution modes are different.

Citation Information

Patent Citations

  • Game machine

    JP2003062227A

  • Game machine

    JP2016013238A

  • Game machine

    JP2017070658A

  • Game machine

    JP2018089129A

  • Game machine

    JP2023014258A