Game machine

The gaming machine's control mechanism addresses memory capacity challenges by disabling interrupts during critical processes, optimizing storage use and ensuring smooth game operation.

JP2025182569APending Publication Date: 2025-12-15HEIWA CORP
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Patent Information

Application Number
JP2024090220
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-03
Publication Date
2025-12-15

AI Technical Summary

Technical Problem

Gaming machines face challenges in managing memory capacity as the complexity of games increases, risking overflow and inefficient use of storage space.

Method used

The gaming machine employs a main control means that executes a main loop process, timer interrupt process, and power-off interrupt process, transitioning to an interrupt disabled state during the timer interrupt, allowing the main loop to complete while maintaining the disabled state, and subsequently releasing it for power-off interrupt execution.

Benefits of technology

This approach effectively secures storage area capacity, ensuring efficient use of memory and managing game progression.

✦ Generated by Eureka AI based on patent content.

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Abstract

To properly secure the capacity of a storage area.SOLUTION: In a game machine of the present invention, main control means can execute a main loop process for repeating a predetermined process, a timer interrupt process triggered by the arrival of a predetermined cycle, and a power-off interrupt process (power-off-time saving process) triggered by an occurrence of a power-off, and is configured to shift to an interrupt prohibition state for prohibiting other interrupt processes at the start of the timer interrupt process, end the timer interrupt process without releasing the interrupt prohibition state in the timer interrupt process, start the main loop process maintaining the interrupt prohibition state after the end of the timer interrupt process, release the interrupt prohibition state in the main loop process to end the main loop process, and permit the execution of the power-off interrupt process based on the release of the interrupt prohibition state in the main loop process.SELECTED DRAWING: Figure 69
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Description

[Technical Field]

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

[0002] In a gaming machine (pachinko machine), a player operates a handle to launch a gaming ball toward a gaming area within a gaming board. When the gaming ball flows down the gaming area and enters a starting hole, a lottery for a special symbol is executed. A special symbol display then displays a variable special symbol, and the special symbol determined by the lottery is displayed stationary, thereby informing the player of the lottery result. In such gaming machines, it is desirable to effectively utilize the limited storage area in memory to enhance playability. For example, a technology for effectively using memory by associating a management value with control information in a data set table is known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-214339 Summary of the Invention [Problem to be solved by the invention]

[0004] In such gaming machines, the program that controls the progress of the game must be placed in a designated memory area in the ROM of the main control board. However, as the variety of games increases and the game information becomes more complex, there is a risk that the memory area will become overwhelmed.

[0005] In view of the above problems, the present invention aims to provide a gaming machine that can appropriately secure the capacity of the storage area. [Means for solving the problem]

[0006] In order to solve the above problems, in the gaming machine of the present invention which is equipped with a main control means for controlling the progress of the game, the main control means is capable of executing a main loop process which repeats a predetermined process, a timer interrupt process which is triggered when a predetermined period arrives, and a power-off interrupt process which is triggered when a power cut occurs, and is configured to transition to an interrupt disabled state in which other interrupt processes are disabled when the timer interrupt process starts, while terminating the timer interrupt process without releasing the interrupt disabled state in the timer interrupt process, and after the timer interrupt process is completed, start the main loop process while the interrupt disabled state remains, release the interrupt disabled state in the main loop process and terminate the main loop process, and allow the power-off interrupt process to be executed based on the fact that the interrupt disabled state has been released in the main loop process. [Effects of the Invention]

[0007] According to the present invention, it is possible to appropriately secure the capacity of the storage area. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a perspective view of the gaming machine with the door open. FIG. [Figure 2] FIG. [Figure 3] FIG. [Figure 4] FIG. 1 is a block diagram of a gaming machine. [Figure 5] This is an address map of the memory area used by the main CPU. [Figure 6] A diagram explaining the random number judgment table for determining small wins. [Figure 7] FIG. 10 is a diagram illustrating a winning symbol random number determination table. [Figure 8] FIG. 10 is a diagram illustrating a reach group determination random number determination table. [Figure 9] FIG. 10 is a diagram illustrating a reach mode determination random number determination table. [Figure 10] FIG. 10 is a diagram illustrating a fluctuation pattern random number determination table. [Figure 11] FIG. 10 is a diagram illustrating a variable time determination table. [Figure 12] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table. [Figure 13] A diagram explaining the opening and closing manner of the second large prize opening and the opening and closing manner of a specific area by a movable member. [Figure 14] FIG. 10 is a diagram illustrating a game status setting table. [Figure 15] (a) is a diagram explaining the random number judgment table for determining normal symbol wins, (b) is a diagram explaining the random number judgment table for determining normal symbol wins for non-time-shortened game states, (c) is a diagram explaining the random number judgment table for determining normal symbol wins for the first time-shortened game state, (d) is a diagram explaining the random number judgment table for determining normal symbol wins for the second time-shortened game state, and (e) is a diagram explaining the random number judgment table for determining normal symbol wins for the third time-shortened game state. [Figure 16] 10A is a diagram illustrating a normal symbol fluctuation time data table, and FIG. 10B is a diagram illustrating an opening / closing control pattern table. [Figure 17] FIG. 10 is a diagram illustrating the gameplay according to the embodiment. [Figure 18] FIG. 10 is a diagram illustrating a gaming machine status flag. [Figure 19] 10 is a first flowchart illustrating a CPU initialization process on the main control board. [Figure 20] 10 is a second flowchart illustrating the CPU initialization process on the main control board. [Figure 21] 10 is a flowchart illustrating a sub-command group setting process on the main control board. [Figure 22] 10 is a flowchart illustrating a power-off evacuation process in the main control board. [Figure 23] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 24] 10 is a flowchart illustrating setting-related processing in the main control board. [Figure 25]10 is a flowchart illustrating a switch management process in the main control board. [Figure 26] 10 is a flowchart illustrating gate passage processing in the main control board. [Figure 27] 10 is a flowchart illustrating the first start port passing process in the main control board. [Figure 28] 10 is a flowchart illustrating the second start port passing process in the main control board. [Figure 29] 10 is a flowchart illustrating the special pattern random number acquisition process on the main control board. [Figure 30] 10 is a flowchart illustrating a specific area passing process in the main control board. [Figure 31] FIG. 10 is a diagram illustrating a special game management phase. [Figure 32] 10 is a flowchart illustrating the special game management process on the main control board. [Figure 33] 10 is a flowchart illustrating the special symbol change waiting process on the main control board. [Figure 34] 10 is a flowchart illustrating the special pattern variable number determination process on the main control board. [Figure 35] 10 is a flowchart illustrating the state update process at the start of special chart fluctuations on the main control board. [Figure 36] FIG. 10 is a diagram illustrating an example of a game state change designation command. [Figure 37] 10 is a flowchart illustrating the game state change designation command setting process on the main control board. [Figure 38] 10 is a flowchart explaining the processing during special pattern fluctuations on the main control board. [Figure 39] 10 is a flowchart illustrating the special symbol stop symbol display process on the main control board. [Figure 40] This is a flowchart explaining the processing before opening the large prize opening on the main control board. [Figure 41] This is a flowchart explaining the large prize opening / closing switching process on the main control board. [Figure 42] 10 is a flowchart explaining the control process for opening the large prize opening on the main control board. [Figure 43] This is a flowchart explaining the large prize opening closure validity processing on the main control board. [Figure 44] This is a flowchart explaining the large prize slot end wait processing on the main control board. [Figure 45] FIG. 10 is a diagram illustrating the normal game management phase. [Figure 46] 10 is a flowchart illustrating the normal game management process on the main control board. [Figure 47] 10 is a flowchart explaining the normal pattern change waiting process on the main control board. [Figure 48] 10 is a flowchart illustrating the state update process at the start of normal fluctuations in the main control board. [Figure 49] This is a flowchart explaining the processing during normal pattern fluctuations on the main control board. [Figure 50] 10 is a flowchart illustrating the normal symbol stop symbol display process on the main control board. [Figure 51] This is a flowchart explaining the pre-opening processing of a normal electric device winning slot on the main control board. [Figure 52] This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board. [Figure 53] This is a flowchart explaining the control process for opening the winning slot of a normal electric device on the main control board. [Figure 54] This is a flowchart explaining the normal electric device winning opening closure validity processing on the main control board. [Figure 55] This is a flowchart explaining the normal electric device winning slot end wait processing on the main control board. [Figure 56] A flowchart explaining the prize slot switch processing on the main control board. [Figure 57] 10 is a flowchart illustrating the dispensing control management process in the main control board. [Figure 58]FIG. 10 is a diagram illustrating an example of a presentation mode. [Figure 59] A diagram explaining the effective time for closing the large prize opening and the effective period for closing the large prize opening. [Figure 60] 10 is a flowchart illustrating a sub-CPU initialization process on the sub-control board. [Figure 61] 10 is a flowchart illustrating a sub-timer interrupt process in the sub-control board. [Figure 62] 10 is a flowchart illustrating the game state change designation command reception processing on the sub-control board. [Figure 63] This is a flowchart explaining the process of receiving a command to designate ball entry into the large prize slot on the sub-control board. [Figure 64] FIG. 2 is a diagram for explaining electrical connections around the main CPU. [Figure 65] FIG. 2 is a block diagram showing the internal configuration of a CPU core. [Figure 66] FIG. 2 is a diagram illustrating the configuration of a register. [Figure 67] 1 is a timing chart for explaining the operation of the main CPU. [Figure 68] 1 is a timing chart for explaining the operation of the main CPU. [Figure 69] 1 is a timing chart for explaining the operation of the main CPU. [Figure 70] 10 is a timing chart showing a voltage transition when power is cut off. DETAILED DESCRIPTION OF THE INVENTION

[0009] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in the embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0010] To facilitate understanding of the embodiments of the present invention, first, a brief description will be given of the mechanical and electrical configurations of the gaming machine, and then specific processing on each board will be described.

[0011] 1 is a perspective view of a gaming machine 100 with the door open. As shown in the figure, the gaming machine 100 includes an outer frame 102 having four sides arranged in a substantially rectangular shape to form an enclosed space, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be able to open and close freely, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be able to open and close freely.

[0012] The middle frame 104, like the outer frame 102, has four sides arranged in a substantially rectangular shape to form an enclosed space, and a game board 108 is held in this enclosed space. A glass or resin transparent plate 110 is held in the front frame 106. When the middle frame 104 and the front frame 106 are closed against the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially parallel, maintaining a predetermined distance between them, and the game board 108 can be seen through the transparent plate 110 from the front side of the gaming machine 100.

[0013] Fig. 2 is a front view of the gaming machine 100, and Fig. 3 is a front view of the gaming board 108. However, Fig. 2 shows a state in which the gaming board 108 has been removed.

[0014] 2, an operating handle 112 that protrudes from the front side of the gaming machine 100 is provided at the bottom of the front frame 106. This operating handle 112 is provided so that it can be rotated by a player, and when the player rotates the operating handle 112 to perform a firing operation, a gaming ball is fired by a firing mechanism (not shown) with a strength that corresponds to the rotation angle of the operating handle 112.

[0015] The game ball thus launched rises between rails 114a and 114b provided on the game board 108 and is guided to the game area 116, as shown in FIG.

[0016] The play area 116 is a space formed between the play board 108 and the transparent plate 110, and is an area where the play balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills, and the play balls guided into the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.

[0017] The play area 116 includes a first play area 116a and a second play area 116b, which have different degrees of entry of game balls depending on the launch strength of the launch mechanism. The first play area 116a is located on the left side of the play area 116 as seen by a player facing the gaming machine 100, and the second play area 116b is located on the right side of the play area 116 as seen by a player facing the gaming machine 100. Because the rails 114a and 114b are on the left side of the play area 116, game balls launched by the launch mechanism with a launch strength less than a predetermined strength will enter the first play area 116a, and game balls launched with a launch strength equal to or greater than the predetermined strength will enter the second play area 116b.

[0018] The gaming area 116 is also provided with a general prize opening 118, a first start opening 120, and a second start opening 122 through which game balls can enter, and when a game ball enters the general prize opening 118, the first start opening 120, or the second start opening 122, a predetermined prize ball is paid out to the player. The number of prize balls may be any number greater than or equal to one, and the number of prize balls paid out for the general prize opening 118, the first start opening 120, and the second start opening 122 may be different or the same number of prize balls. In this case, it is also possible to set the number of prize balls paid out when a game ball enters the first start opening 120 to be less than the number of prize balls paid out when a game ball enters the second start opening 122.

[0019] As will be described in detail later, a first starting area is provided within the first starting hole 120, and a second starting area is provided within the second starting hole 122. When a gaming ball enters the first starting hole 120 or the second starting hole 122 and enters the first starting area or the second starting area, a lottery is held to determine one of a plurality of pre-defined special symbols. Each special symbol is associated with various gaming benefits, such as whether a small win game can be executed and what kind of gaming state the subsequent game will be. Therefore, when a gaming ball enters the first starting hole 120 or the second starting hole 122, the player not only acquires a predetermined prize ball but also has the opportunity to acquire the right to receive various gaming benefits.

[0020] The first starting port 120 is located at the bottom of the game area 116 and is either accessible to game balls flowing down the first game area 116a, or is located at a position where game balls that have entered the first game area 116a can enter more easily than game balls that have entered the second game area 116b.

[0021] The second starting port 122 is located in the second game area 116b, and only game balls flowing down the second game area 116b can enter, or is located in a position where 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.

[0022] This second start opening 122 is configured by a variable start opening (variable start winning device) having a movable piece 122b, and the ease with which the gaming ball can enter the second start opening 122 can be varied.

[0023] The movable piece 122b is normally sunk into the back side of the game board 108, closing the second starting port 122, causing the game ball to flow down the front side of the movable piece 122b, making it impossible or difficult for the game ball to enter the second starting port 122.

[0024] On the other hand, when a gaming ball passes through a gate 124 provided in the second gaming area 116b, a lottery for normal symbols, which will be described later, is held. The normal symbols include winning symbols, and if a winning symbol is selected, an auxiliary game is executed. The auxiliary game is a game in which the movable piece 122b protrudes from the front side of the gaming board 108, allowing the gaming ball to enter the second starting hole 122.

[0025] When the movable piece 122b is in the protruding state, a game ball flowing down the front side of the movable piece 122b falls onto the movable piece 122b. The game ball that has fallen onto the movable piece 122b is guided by the movable piece 122b and led to the second starting hole 122. In this way, when the movable piece 122b is in the protruding state, the movable piece 122b functions as a tray that leads the game ball to the second starting hole 122, making it easier for the game ball to enter the second starting hole 122.

[0026] Furthermore, a first large prize opening 126 and a second large prize opening 128 are arranged at positions where at least game balls flowing down the second game area 116b can enter. Specifically, the first large prize opening 126 is provided above the second starting opening 122 in the second game area 116b. Furthermore, the second large prize opening 128 is provided below the second starting opening 122 in the second game area 116b. Note that, hereinafter, when there is no need to distinguish between the first large prize opening 126 and the second large prize opening 128, they will simply be referred to as the large prize openings.

[0027] The first large prize opening 126 is provided with a movable piece 126b that can be opened and closed, and normally the movable piece 126b closes the first large prize opening 126, making it impossible for game balls to enter the first large prize opening 126. When a major prize game, which will be described later, starts, the movable piece 126b is opened, making it possible for game balls to enter the first large prize opening 126.

[0028] Specifically, the movable piece 126b protrudes into the second game area 116b (game area 116) where game balls roll and flow down, facing above the gaming machine 100. Therefore, when the movable piece 126b is maintained in the closed state, game balls flowing down the second game area 116b fall onto the movable piece 126b.

[0029] Here, the movable piece 126b maintained in the closed state is inclined so that the right side of the gaming machine 100 is slightly lower than the left side. Therefore, when the movable piece 126b is in the closed state, a gaming ball that has fallen onto the movable piece 126b rolls slowly from left to right on the movable piece 126b.

[0030] When a major prize game, which will be described later, is executed, the movable piece 126b transitions to an open state in which it opens the first special prize opening 126. Here, the movable piece 126b is caused to protrude and retract in the front-to-rear direction of the gaming machine 100 from a hole formed in the gaming board 108 by an actuator (solenoid), not shown. Normally, the actuator is maintained in an unenergized state, and the movable piece 126b is held in a position protruding forward from the hole in the gaming board 108, thereby closing the first special prize opening 126. When the actuator is energized, the movable piece 126b is held in a position retracted backward from the hole in the gaming board 108, and the first special prize opening 126 is opened. In this way, when the first special prize opening 126 is in an open state, a gaming ball enters the first special prize opening 126.

[0031] In addition, the width of the movable piece 126b is set to be equal to or greater than the diameter of a game ball (11 mm) so that multiple game balls can roll on the movable piece 126b at the same time and multiple game balls can enter the first large prize opening 126 at the same time.

[0032] When a gaming ball enters the first major winning opening 126, a predetermined number of prize balls are paid out to the player. In this embodiment, 15 gaming balls are paid out to the player as prize balls for one gaming ball entering the first major winning opening 126. In other words, by having a gaming ball enter the first major winning opening 126, the player can increase the number of gaming balls he or she owns.

[0033] Additionally, the second large prize opening 128 is provided with a movable piece 128b that can be opened and closed, and normally the movable piece 128b closes the second large prize opening 128, making it impossible for game balls to enter the second large prize opening 128. When a small prize game, which will be described later, is executed, the movable piece 128b is opened, making it possible for game balls to enter the second large prize opening 128.

[0034] Specifically, the movable piece 128b protrudes into the game area 116 where game balls roll and flow down, facing above the gaming machine 100. Therefore, when the movable piece 128b is maintained in the closed state, game balls flowing down in the second game area 116b (game area 116) fall onto the movable piece 128b. Here, the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, game balls that have fallen onto the movable piece 128b roll slowly from right to left on the movable piece 128b.

[0035] When a small jackpot game (described later) is executed, the movable piece 128b transitions to an open state in which it opens the second large prize opening 128. Here, the movable piece 128b is caused to protrude and retract in the front-to-rear direction of the gaming machine 100 from a hole formed in the gaming board 108 by an actuator (solenoid) (not shown). Normally, the actuator is maintained in an unenergized state, and the movable piece 128b is held in a position protruding forward from the hole in the gaming board 108, thereby closing the second large prize opening 128. When the actuator is energized, the movable piece 128b is held in a position retracted backward from the hole in the gaming board 108, thereby opening the second large prize opening 128. In this manner, when the second large prize opening 128 is in an open state, a gaming ball enters the second large prize opening 128.

[0036] In addition, the width of the movable piece 128b is set to be equal to or greater than the diameter of a game ball (11 mm) so that multiple game balls can roll on the movable piece 128b at the same time and multiple game balls can enter the second large winning opening 128 at the same time.

[0037] When a gaming ball enters the second major winning opening 128, a predetermined number of prize balls are paid out to the player. In this embodiment, one gaming ball is paid out to the player as a prize ball for each gaming ball that enters the second major winning opening 128. In other words, even if a gaming ball enters the second major winning opening 128, the number of gaming balls held by the player does not increase. This makes it possible to prevent excessive gambling.

[0038] Further, a lead-out path 128d is provided inside second large prize opening 128, and second large prize opening 128 is inclined so that a gaming ball that enters second large prize opening 128 is led to lead-out path 128d. Lead-out path 128d is provided with specific area 140b and non-specific area 140c, each of which is made up of holes through which gaming balls can pass, and is configured so that a gaming ball that enters second large prize opening 128 passes through either specific area 140b or non-specific area 140c.

[0039] The second large winning opening 128 is provided with a movable member 142 that opens and closes the specific area 140b and the non-specific area 140c. This movable member 142 appears and disappears in the front-to-rear direction of the gaming machine 100 through a hole formed in the gaming board 108 by an actuator (solenoid) not shown. Normally, the actuator is maintained in an unpowered state, and the movable member 142 is held in a position that protrudes further forward than the hole in the gaming board 108, preventing gaming balls from entering the specific area 140b. More specifically, when the movable member 142 is held in a position that protrudes further forward than the hole in the gaming board 108, the specific area 140b is blocked by the movable member 142, and gaming balls can pass through the non-specific area 140c.

[0040] Furthermore, when the actuator is energized, the movable member 142 is held in a position where it is recessed further back than the hole in the gaming board 108, allowing the gaming ball to enter the specific area 140b. More specifically, when the movable member 142 is held in a position where it is recessed further back than the hole in the gaming board 108, the specific area 140b is opened, allowing the gaming ball to pass through the specific area 140b. As will be described in detail later, when a gaming ball enters the specific area 140b in a small prize game, a jackpot (type 2 jackpot) is awarded, and a major prize game, which will be described later, is started.

[0041] At the bottom of the game area 116, there is provided an outlet 130 that discharges game balls that do not enter any of 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 from the game area 116 to the back side of the game board 108.

[0042] The gaming machine 100 is provided with a performance display device 200 consisting of a liquid crystal display device as a performance device that performs performances while a game is in progress, etc. As shown in Fig. 2, the gaming machine 100 is also provided with a performance lighting device 204 consisting of lamps that can be controlled to various lighting modes and emission colors, a sound output device 206 consisting of a speaker, and a performance button 208 that accepts player operations, as performance devices that perform performances while a game is in progress, etc.

[0043] 3, the effect display device 200 is equipped with a main effect display unit 200a consisting of an image display unit that displays images. The main effect display unit 200a is arranged in the approximate center of the gaming board 108 so as to be visible from the front side of the gaming machine 100. This main effect display unit 200a displays images for various effects.

[0044] Returning to Figure 2, the audio output device 206 is located at the upper position of the front frame 106 or at the lowest position of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images displayed on the main performance display section 200a.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] (Internal configuration of control means) FIG. 4 is a block diagram showing the internal configuration of the control means that controls the progress of the game.

[0049] 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.

[0050] The gaming machine 100 is broadly divided into a special game that is started when a gaming ball enters the first start hole 120 or the second start hole 122, and a normal game that is started when a gaming ball passes through the gate 124. The main ROM 300b of the main control board 300 stores various programs for progressing the special game and the normal game, as well as data and tables required for various games.

[0051] 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 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, a specific area detection switch 140s that detects when a game ball enters the specific area 140b, and an out ball detection switch 130s that detects when a game ball is ejected from the game area 116, and detection signals are input from each of these detection switches to the main control board 300.

[0052] The first start port detection switch 120s is provided in each of the first start ports 120A and 120B. Therefore, the main control board 300 is connected to two first start port detection switches 120s.

[0053] In addition, a junction passage is provided on the back of the game board 108, and game balls that have entered 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 have been guided to the back side from the discharge opening 130 join together in the junction passage and are then 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 have been discharged from the game area 116, in other words, all game balls that have been shot into the game area 116, are detected by the out ball detection switch 130s.

[0054] Also connected to the main control board 300 are a normal electric accessory solenoid 122c that operates the movable piece 122b of the second starting opening 122, a first large prize opening solenoid 126c that operates the movable piece 126b that opens and closes the first large prize opening 126, a second large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the second large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided in the second large prize opening 128, and the opening and closing of the second starting opening 122, the first large prize opening 126, the second large prize opening 128, and the specific area 140b are controlled by the main control board 300. Note that, hereinafter, when there is no need to distinguish between the first large prize opening solenoid 126c and the second large prize opening solenoid 128c, they will simply be referred to as the large prize opening solenoid.

[0055] 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.

[0056] 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.

[0057] 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, the gaming machine 100 stores one of six setting values ​​with different degrees of advantage as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value.

[0058] 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.

[0059] 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.

[0060] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] The sub-control board 330 mainly controls various effects during game play, standby, etc. The sub-control board 330 is equipped with a sub-CPU 330a, sub-ROM 330b, sub-RAM 330c, and RTC 330d, and is connected to the main control board 300 so that communication can be performed in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out programs stored in the sub-ROM 330b and performs arithmetic processing based on commands transmitted from the main control board 300, input signals from a timer, etc., and also controls the execution of effects. At this time, the sub-RAM 330c functions as a data work area during arithmetic processing by the sub-CPU 330a.

[0067] Specifically, the sub-control board 330 controls image display to display images on the main effect display unit 200a. The sub-ROM 330b stores a large number of various image data to be displayed on the main effect display unit 200a, and the sub-CPU 330a reads the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display on the main effect display unit 200a.

[0068] The sub-control board 330 also controls the movement of the stage prop device 202 and the lighting of the stage lighting devices 204, 204a, as well as controls the audio output to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from the stage button detection switch 208s that detects that the stage button 208 has been pressed, a predetermined stage is executed.

[0069] 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.

[0070] Fig. 5 is an address map of the memory area used by the main CPU 300a. In Fig. 5, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 5, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b, a memory area (F000H to F3FFH) allocated to the main RAM 300c, and a memory area (FE00H to FEFFH) allocated to an input / output unit that outputs signals to the outside and receives signals from the outside.

[0071] 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).

[0072] 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).

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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).

[0077] 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.

[0078] 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).

[0079] 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.

[0080] 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.

[0081] 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.

[0082] Next, the game in the gaming machine 100 will be explained together with various tables stored in the main ROM 300b.

[0083] As mentioned above, the gaming machine 100 allows two types of games, special games and normal games, to proceed in parallel, and when these two games are being played, the game proceeds in either a non-time-saving game state or a time-saving game state.

[0084] The details of each gaming state will be described later, but the non-time-shortening gaming state is a gaming state in which the movable piece 122b is less likely to be in the open state and it is more difficult for a gaming ball to enter the second starting hole 122, and the time-shortening gaming state is a gaming state in which the movable piece 122b is more likely to be in the open state than in the non-time-shortening gaming state and it is more likely for a gaming ball to enter the second starting hole 122. The initial state of the gaming machine 100 is set to the non-time-shortening gaming state.

[0085] When the player operates the operating handle 112 to launch a gaming ball into the gaming area 116, and the gaming ball flowing down the gaming area 116 enters the first starting hole 120 or the second starting hole 122, a lottery is held to determine whether or not the player will receive a gaming profit (hereinafter referred to as "big prize lottery"). If a small prize is won in this big prize lottery, the second big prize hole 128 is opened and a small prize game is executed.

[0086] As will be described in more detail later, when a gaming ball enters the first start port 120 or the second start port 122, various random number values ​​related to the big role lottery (small win determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variable pattern random number) are obtained, and these random number values ​​are stored in a special symbol reserve memory area of ​​the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the first start port 120 will be collectively referred to as special 1 reserve, and the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the second start port 122 will be collectively referred to as special 2 reserve.

[0087] The special symbol reservation memory area of ​​the main RAM 300c includes a first special symbol reservation memory area and a second special symbol reservation memory area. The first special symbol reservation memory area has four memory sections (first to fourth memory sections). When a game ball enters the first starting hole 120, the special symbol 1 reservation is stored in order from the first memory section of the first special symbol reservation memory area.

[0088] For example, when a gaming ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage units of the first special chart reservation storage area, a special 1 reservation is stored in the first storage unit. Also, for example, if a gaming ball enters the first starting hole 120 in a state where a special 1 reservation is stored in the first to third storage units, a special 1 reservation is stored in the fourth storage unit.

[0089] In addition, the second special symbol reservation memory area has one memory section (first memory section). When a gaming ball enters the second starting hole 122, a special symbol 2 reservation is stored in the first memory section of the second special symbol reservation memory area. For example, when a gaming ball enters the second starting hole 122, if a reservation is not stored in the first memory section of the second special symbol reservation memory area, a special symbol 2 reservation is stored in the first memory section. Note that the number of special symbol 2 reservations is not limited to one, and two or more may be stored.

[0090] The number of special 1 reserves (X1) that can be stored in the first special chart reserve memory area is set to 4. Therefore, for example, when a game ball enters the first starting hole 120, if four special 1 reserves are already stored in the first special chart reserve memory area, the entry of the game ball into the first starting hole 120 will not cause a new special 1 reserve to be stored.

[0091] In addition, the number of special 2 reserves (X2) that can be stored in the second special chart reserve memory area is set to 1. Therefore, for example, when a game ball enters the second starting hole 122, if one special 2 reserve is already stored in the second special chart reserve memory area, the entry of the game ball into the second starting hole 122 will not cause a new special 2 reserve to be stored.

[0092] Fig. 6 is a diagram illustrating the small win determination random number judgment table. Fig. 6(a) shows the small win determination random number judgment table for special 1, and Fig. 6(b) shows the small win determination random number judgment table for special 2. When a gaming ball enters the first start hole 120 or the second start hole 122, one small win determination random number is obtained from the range of 0 to 65535. Then, a small win determination random number judgment table is selected according to the reserve type read out when the big win lottery is started, and the big win lottery is held using the selected small win determination random number judgment table and the obtained small win determination random number.

[0093] When starting the lottery for the special 1 reserved lottery, the special 1 small win determination random number judgment table is referenced. According to the special 1 small win determination random number judgment table, if the small win determination random number is 10001 to 10206, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the probability of a small win in this case is approximately 1 / 318.1.

[0094] When starting a big role lottery for special 2 reserve, the small win determination random number judgment table for special 2 is referenced. According to the small win determination random number judgment table for special 2, a small win is determined when the small win determination random number is 0 to 65535. Therefore, when a big role lottery is executed by special 2 reserve, a small win is always won. In addition, if a small win is won in the big role lottery, a small win game described below is executed.

[0095] FIG. 7 is a diagram illustrating a winning symbol random number determination table. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the determination result of the major role lottery is derived as a "small win," the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table. Note that the "type" of special symbol shown in FIG. 7 may be a single special symbol stop display symbol, or may be a combination including multiple types of special symbols stop display symbols that are controlled in the same way.

[0096] When a "small win" is won by special 1 reservation, the special 1 winning symbol random number determination table is selected as shown in Figure 7(a). Also, when a "small win" is won by special 2 reservation, the special 2 winning symbol random number determination table is selected as shown in Figure 7(b). Hereinafter, the special symbol determined when a small win is won in the big role lottery is called the small win symbol, and the special symbol determined when a loss is determined is called the loss symbol.

[0097] According to the special 1 winning symbol random number determination table shown in Figure 7(a), when the value of the winning symbol random number is 0 to 49, the special symbol Z1, which is a small winning symbol, is determined, and when the value of the winning symbol random number is 50 to 99, the special symbol Z2, which is a small winning symbol, is determined. Therefore, when a small winning is won by the special 1 reservation, the probability of winning the special symbol Z1 is 50%, and the probability of winning the special symbol Z2 is 50%.

[0098] According to the special 2 winning symbol random number determination table shown in Figure 7 (b), when the value of the winning symbol random number is 0 to 59, the special symbol Z3, which is a small winning symbol, is determined, when the value of the winning symbol random number is 60 to 79, the special symbol Z4, which is a small winning symbol, is determined, and when the value of the winning symbol random number is 80 to 99, the special symbol Z5, which is a small winning symbol, is determined. Therefore, when a small winning is won by the special 2 reservation, the probability of winning the special symbol Z3 is 60%, the probability of winning the special symbol Z4 is 20%, and the probability of winning the special symbol Z5 is 20%.

[0099] In this way, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "small win," and is not referenced when the result of the big role lottery is a "miss." Here, different small win symbols are determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table. However, the same small win symbol may be determined in both tables, or the type of special symbol (small win symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.

[0100] FIG. 8 is a diagram illustrating a reach group determination random number judgment table. A plurality of reach group determination random number judgment tables are provided, and a preset table is selected depending on the reserved type, reserved number, game status, and variable status associated with the game status. When a game ball enters the first start opening 120 or the second start opening 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, when the big role lottery result is derived, a process is performed to determine a variable performance pattern (variation mode number, variable pattern number) that notifies the big role lottery result. In this embodiment, when the big role lottery result is a "miss," in determining the variable performance pattern, the group type is first determined by the reach group determination random number and the reach group determination random number judgment table. Note that the variable status specifies which table is referenced to determine the variable performance pattern.

[0101] 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 non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s when the big role lottery is performed is 1, then the reach group determination random number judgment table 2 is selected, as shown in FIG. 8(b). If the number of reserved special 1s is 2 to 3, then the reach group determination random number judgment table 3 is selected, as shown in FIG. 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.

[0102] 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.

[0103] In addition, if the result of the big role lottery is a "small win," the group type is not determined when determining the variable performance pattern. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "miss," and is not referenced when the result of the big role lottery is a "small win."

[0104] 9 is a diagram illustrating the reach mode determination random number judgment table. This reach mode determination random number judgment table is roughly divided into a reach mode determination random number judgment table at the time of loss, which is selected when the big role lottery result is a "loss," and a reach mode determination random number judgment table at the time of small win, which is selected when the big role lottery result is a "small win." Note that the reach mode determination random number judgment table at the time of loss is provided for each group type determined as described above, and the reach mode determination random number judgment table at the time of small win is provided for each reserve type.

[0105] In addition, each reach mode determination random number judgment table is also provided for each game state and type of symbol. Here, an example of a reach mode determination random number judgment table for group x when a miss is made, which is referenced in a predetermined game state and type of symbol, is shown in Figure 9(a), an example of a reach mode determination random number judgment table for special 1 when a small win is made is shown in Figure 9(b), and an example of a reach mode determination random number judgment table for special 2 when a small win is made is shown in Figure 9(c).

[0106] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is a "lose", as shown in Figure 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.

[0107] Furthermore, if the result of the above-mentioned big prize lottery is a "small prize," as shown in Figures 9(b) and (c), a random number judgment table for determining the reach mode at the time of a small prize corresponding to the read-out hold type is selected, and a variable mode number is determined based on the selected random number judgment table for determining the reach mode at the time of a small prize and the reach mode determination random number.

[0108] 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 addition, in the embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. Hereinafter, when a hexadecimal number is indicated, "H" is added, but the notation ○○H in FIGS. 9 to 11 indicates an arbitrary value expressed in hexadecimal.

[0109] 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).

[0110] On the other hand, if the result of the big prize lottery is a "small prize," the small prize reach mode determination random number judgment table shown in Figure 9, which corresponds to the determined small prize pattern (type of special pattern), will be referenced, and the reach mode determination random number will be used to determine the fluctuation mode number and fluctuation pattern random number judgment table.

[0111] 10 is a diagram illustrating a fluctuation pattern random number determination table. Here, a fluctuation pattern random number determination table x for a predetermined table number x is shown, but in addition to this, many other fluctuation pattern random number determination tables are provided for each table number.

[0112] 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.

[0113] 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.

[0114] Fig. 11 is a diagram illustrating a fluctuation time determination table. Once the fluctuation mode number is determined as described above, fluctuation time 1 is determined according to the fluctuation time 1 determination table shown in Fig. 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.

[0115] 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.

[0116] 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.

[0117] 12 is a diagram illustrating the special electric accessory activation ram set table. The special electric accessory activation ram set table stores various data for controlling small win games and big win games, and during small win games and big win games, the special electric accessory activation ram set table is referenced to control the energization of the big prize opening solenoid.

[0118] According to the special electric device operation RAM set table, the opening time (waiting time until the first round of play begins), the maximum number of times the special electric device operates (the number of rounds of play executed during one small win play or one big win play), the number of times the special electric device opens and closes (the number of times the large prize opening is opened during one round of play), the open large prize opening (the type of large prize opening controlled to open and close in one round of play), the solenoid energization time (the energization time of the large prize opening solenoid for each time the large prize opening is opened, i.e., the opening time of one large prize opening), the specified number (the maximum number of wins that can be won into the large prize opening in one round of play), the effective time for closing the large prize opening (the closing time of the large prize opening 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 normal special play is resumed) are pre-stored as control data for the big prize play as shown in the figure.

[0119] In this embodiment, when the special symbols Z1 to Z5, which are small win symbols, are determined, a small win game consisting of one round of play is first executed. In this small win game, the second large prize opening 128 is repeatedly opened and closed. Specifically, in the small win game, the second large prize opening 128 is repeatedly opened for 0.15 seconds and closed for 2.0 seconds 10 times. In this embodiment, the specified number of second large prize openings 128 is set to 10, and the small win game ends when the opening of 0.15 seconds x 10 times is completed or when the specified number of game balls enters the second large prize opening 128.

[0120] Here, if the game is played properly, the system is configured so that the specified number of game balls will reliably enter the second major prize opening 128. However, the opening and closing times of the second major prize opening 128 and the number of times the second major prize opening 128 is opened are not particularly limited. In this embodiment, the specified number of first major prize openings 126 is set to 10, and one round of play ends when the 29.0 seconds of opening has ended or when the specified number of game balls enter the first major prize opening 126.

[0121] Here, a specific area 140b and a non-specific area 140c are provided inside the second large prize opening 128, and a gaming ball that enters the second large prize opening 128 always enters either the specific area 140b or the non-specific area 140c. Then, in a small prize game, if a gaming ball that enters the second large prize opening 128 enters the specific area 140b, a big prize game is executed following the small prize game, in which the first large prize opening 126 is opened. In this big prize game, nine round games (2R to 10R) are executed.

[0122] Figure 13 is a diagram illustrating the opening and closing modes of second large prize opening 128 and the opening and closing mode of specific area 140b by movable member 142. As shown in Figure 13, in a small prize game in which second large prize opening 128 is opened, movable member 142 opens specific area 140b for an instant (about 0.15 seconds) simultaneously with the opening of second large prize opening 128, and then maintains specific area 140b in a closed state for a predetermined period of time, and then maintains specific area 140b in an open state again.

[0123] Specifically, as shown in Figure 13, when special symbols Z1 to Z5 are determined and a small prize game is executed, the second large prize opening 128 is opened a total of 10 times in the small prize game. Therefore, although a gaming ball that enters the second large prize opening 128 at the same time as the first opening of the second large prize opening 128 may not be able to enter the specific area 140b, a gaming ball that enters the second large prize opening 128 when the second large prize opening 128 is opened thereafter can reliably enter the specific area 140b. Although a detailed explanation is omitted, a structure that decelerates the gaming ball rolling over the second large prize opening 128 is provided above the second large prize opening 128, so that if the gaming ball is launched appropriately into the second game area 116b from the start of the small prize game, the gaming ball will always enter the specific area 140b.

[0124] In addition, if an unforeseen event occurs, such as the gaming ball getting stuck in the second large winning opening 128, or the gaming ball becoming stuck in the second large winning opening 128 for a long period of time for some reason, there is a possibility that the gaming ball will not enter the specific area 140b in a small winning game. Therefore, in this specification, for ease of understanding, the words "always" and "certainly" are used in explanations, but this is on the assumption that the gaming machine 100 is in an appropriate state for progressing with the game and that no unforeseen event has occurred, and does not mean a physical 100% success rate.

[0125] FIG. 14 is a diagram illustrating a game state setting table. When a type 2 jackpot is won in a small prize game as described above, the game state after the big prize game is set based on the type of special symbol that was won, i.e., the small prize symbol that was won. In this embodiment, a non-time-shortened game state and a time-shortened game state are provided as game states. The non-time-shortened game state is the initial state of the gaming machine 100, and the time-shortened game state is a state in which it is easier for a game ball to enter the second starting hole 122 than in the non-time-shortened game state (sometimes referred to as an "easy ball entry state" or an "easy prize winning state").

[0126] Furthermore, here, the time-saving game states include a first time-saving game state, a second time-saving game state, and a third time-saving game state. The first time-saving game state, the second time-saving game state, and the third time-saving game state have different game progress conditions, such as the opening conditions of the second start hole 122. Thus, opening conditions for opening the second start hole 122 are set for each game state, and opening conditions that make the second start hole 122 easier to open are set for the time-saving game state than for the non-time-saving game state. Here, in this embodiment, "the second start hole 122 is easier to open" means that the movable piece 122b of the second start hole 122 is more likely to operate in a manner that makes it easier for a game ball to enter the second start hole 122. Specifically, as will be described later, this means that a state in which the movable piece 122b is activated due to winning the normal symbol L in the normal symbol lottery is more likely to occur. In other words, the time-shortened gaming state can be said to be a winning-prone state in which the gaming ball is more likely to enter the second starting hole 122 than in the non-time-shortened gaming state.

[0127] In this embodiment, the first time-shortened gaming state is more advantageous to the player than the second time-shortened gaming state, and the second time-shortened gaming state is more advantageous to the player than the third time-shortened gaming state. In the following description, when there is no need to distinguish between the first time-shortened gaming state, the second time-shortened gaming state, and the third time-shortened gaming state, these gaming states will be collectively referred to as the time-shortened gaming state.

[0128] Here, when the game state after the big win is set to a time-saving game state, time-saving end conditions for terminating the time-saving game state are also set. Here, the time-saving end conditions are set as the number of normal game variations, the number of long openings of the second start port, the number of special 2 variations, and the number of special 1 variations. Here, the time-saving end conditions are common to the first time-saving game state and the third time-saving game state, and the time-saving end conditions for the second time-saving game state are different from the first time-saving game state and the third time-saving game state. However, the time-saving end conditions may be different or common to all time-saving game states.

[0129] Among the conditions for ending the time-saving mode, the number of times that the normal symbol changes is the number of times that the symbol changes based on the normal symbol reservation (hereinafter referred to as the normal symbol change), that is, the number of times that normal play is performed, and when the time-saving mode is set, it is set in the time-saving number of times counter (for normal symbols).The number of times that the normal symbol changes is subtracted each time a normal symbol change is performed in the time-saving mode.When the remaining number of times that the normal symbol changes is updated from 1 to 0, the time-saving mode ends and the mode is set to the non-time-saving mode.

[0130] Among the time-saving end conditions, the number of long openings of the second start port 122 is the number of long openings of the second start port 122, and is set in the time-saving count counter (for long opening) when the time-saving game state is set. As will be described in detail later, when a normal winning symbol is won in the normal symbol lottery, the type of normal winning symbol is determined. Here, two types of normal symbol winning symbols, L and S, are provided, and the opening and closing of the second start port 122 is controlled based on the type of normal symbol won and the game state at the start of the normal symbol variation.

[0131] At this time, if a normal symbol L is won in the time-saving game state, the opening time of the second start port 122 is set longer than when a normal symbol S is won in the time-saving game state, and when normal symbols L and S are won in the non-time-saving game state. In this way, in this embodiment, the opening time of the second start port 122 differs depending on the combination of the type of normal winning symbol that is won and the game state at the start of the normal symbol fluctuation. Hereinafter, the opening of the second start port 122 with a relatively long opening time is called a long opening, and the opening of the second start port 122 with a relatively short opening time is called a short opening.

[0132] The number of long openings of the second start port is subtracted when the long opening of the second start port 122 is completed during the time-saving game mode. When the remaining number of long openings of the second start port is updated from 1 to 0, the time-saving game mode ends and the game is set to a non-time-saving game mode. Note that the number of second start port openings may be set as a time-saving termination condition instead of or in addition to the number of long openings of the second start port. In this case, the number of second start port openings may be subtracted both when a long opening is performed and when a short opening is performed. Furthermore, the number of short openings of the second start port may be set as a time-saving termination condition instead of or in addition to the number of long openings of the second start port, and the number of short openings of the second start port may be subtracted when a short opening is performed.

[0133] Among the time-saving end conditions, the number of special 2 variations is the number of times the pattern variation process based on the special 2 reservation (hereinafter referred to as special 2 variation), and is set in the time-saving count counter (for special 2) when the time-saving game state is set. The number of special 2 variations is then subtracted each time a special 2 variation starts in the time-saving game state. When the remaining number of special 2 variations is updated from 1 to 0, the time-saving game state ends and the game state is set to a non-time-saving game state. The number of special 2 variations set in the time-saving count counter (for special 2) may be subtracted at the end of the special 2 variation, that is, when a special pattern is stopped and displayed on the second special pattern display 162.

[0134] Among the time-saving end conditions, the number of special 1 variations is the number of times the pattern variation process based on the special 1 reservation (hereinafter referred to as special 1 variation), and is set in the time-saving count counter (for special 1) when the time-saving game state is set. The number of special 1 variations is then subtracted each time a special 1 variation starts in the time-saving game state. When the remaining number of special 1 variations is updated from 1 to 0, the time-saving game state ends and the game state is set to a non-time-saving game state. Note that the number of special 1 variations set in the time-saving count counter (for special 1) may be subtracted at the end of the special 1 variation, that is, when the special pattern is stopped and displayed on the first special pattern display 160.

[0135] In addition to the above, a total number of fluctuations may be set as a time-saving end condition. The total number of fluctuations is the total number of special 1 fluctuations and special 2 fluctuations, and is set in a time-saving count counter (for total) when the time-saving game state is set. The total number of fluctuations is then subtracted each time the result of the big role lottery is determined in the time-saving game state, that is, each time a fluctuation process is executed. When the remaining number of total fluctuations is updated from 1 to 0, the time-saving game state ends and the game state is set to a non-time-saving game state. The total number of fluctuations may be subtracted at the start of special 1 fluctuation or special 2 fluctuation.

[0136] When any one of the above time-saving termination conditions is met, the currently set time-saving game state ends and the game state changes to a non-time-saving game state. Note that the above time-saving termination conditions are examples of termination conditions used in this embodiment, and the control content and numerical values ​​of the conditions may be changed as appropriate as long as the gameplay is not affected. For example, the normal symbol fluctuation count is an termination condition based on the number of normal symbol fluctuations. In this embodiment, however, the normal symbol fluctuation display almost certainly ensures short or long opening, easily controlling the second starting slot 122 through the operation of the normal electric role solenoid 122c. Therefore, the time-saving game state may be terminated by counting the number of normal electric role solenoid 122c activations as the normal electric role activation count rather than the normal symbol fluctuation count. Furthermore, the special 2 fluctuation count, another termination condition, may be set to multiple times, such as two times, rather than one, to account for the risk of failure to pass through the specific area 140b during a small win game due to a poor launch.

[0137] If the special patterns Z1 and Z3 are selected as the small winning patterns, the game state after the big win is set to the second time-saving game state, and the conditions for ending the time-saving are set as follows: the number of normal pattern changes is 140, the number of long openings of the second starting hole is 1, the number of special 2 changes is 1, and the number of special 1 changes is 8.

[0138] As will be described in more detail later, the second time-saving game state is a game state in which the game progresses mainly by executing normal symbol variations, and has a game feature in which the aim is to win the normal symbol L described below within 140 normal symbol drawings. Therefore, if the normal symbol L is not won in 140 normal symbol drawings in the second time-saving game state, the second time-saving game state ends and the game transitions to a non-time-saving game state. Furthermore, if the normal symbol L is won in the second time-saving game state, it becomes possible for the game ball to enter the second starting hole 122, and the player can acquire the right to execute a maximum of two special 2 variations.

[0139] If the special patterns Z2 and Z5 are selected as the small winning patterns, the game state after the big win is set to the third time-saving game state, and the conditions for ending the time-saving are set as follows: the number of normal pattern changes is 100, the number of long openings of the second starting port is 1, the number of special 2 changes is 1, and the number of special 1 changes is 8.

[0140] As will be described in more detail later, the third time-saving game state is a game state in which the game progresses mainly by executing normal symbol variations, and has a game feature in which the aim is to win the normal symbol L described below within 100 normal symbol drawings. Therefore, if the normal symbol L is not won in 100 normal symbol drawings in the third time-saving game state, the third time-saving game state ends and the game transitions to a non-time-saving game state. Furthermore, if the normal symbol L is won in the third time-saving game state, the game ball can enter the second starting hole 122, and the player can acquire the right to execute a maximum of two special 2 variations.

[0141] If the special pattern Z4 is won as the small winning pattern, the game state after the big win game is set to the first time-saving game state, and the time-saving end conditions are set as follows: the number of normal pattern changes is 100, the number of long openings of the second starting port is 1, the number of special 2 changes is 1, and the number of special 1 changes is 8.

[0142] As will be explained in more detail later, the first time-saving game state is a game state in which the game progresses mainly by executing normal pattern variations, and the player is guaranteed to win normal pattern L and gain the right to execute two special 2 variations.

[0143] Fig. 15(a) is a diagram explaining the random number judgment table for determining a normal symbol win, Fig. 15(b) is a diagram explaining the random number judgment table for determining a normal symbol for the non-time-shortened game state, Fig. 15(c) is a diagram explaining the random number judgment table for determining a normal symbol for the first time-shortened game state, Fig. 15(d) is a diagram explaining the random number judgment table for determining a normal symbol for the second time-shortened game state, and Fig. 15(e) is a diagram explaining the random number judgment table for determining a normal symbol for the third time-shortened game state. When a game ball flowing down the game area 116 passes through the gate 124, a process for determining the type of win (hereinafter referred to as "normal symbol lottery") is performed, which is associated with whether or not to control the energization of the movable piece 122b of the second starting port 122.

[0144] As will be described in more detail later, when a gaming ball passes through gate 124, one winning determination random number and one normal map determination random number are obtained from the range of 0 to 65535, and these random numbers are stored in the normal map reserve memory area of ​​main RAM 300c, up to a maximum of four. In other words, the normal map reserve memory area has four memory sections for saving winning determination random numbers and normal map determination random numbers. Therefore, if a gaming ball passes through gate 124 with winning determination random numbers and normal map determination random numbers stored in all four memory sections of the normal map reserve memory area, the winning determination random number and normal map determination random number will not be stored based on the passage of the gaming ball. Hereinafter, the random number value (information) stored in the normal map reserve memory area after a gaming ball passes through gate 124 will be referred to as the normal map reserve.

[0145] When starting the regular lottery, a regular lottery winning determination random number judgment table is referenced as shown in Figure 15(a). According to this regular lottery winning determination random number judgment table, if the winning determination random number is between 0 and 65535, it is judged as a regular lottery winning, and if the winning determination random number is 65536, it is judged as a regular lottery losing. Therefore, the probability of winning a regular lottery winning is approximately 1 / 1.

[0146] Then, when a normal symbol is won in the normal symbol lottery, the type of normal symbol is determined by referring to a normal symbol determination random number judgment table. A normal symbol determination random number judgment table is provided for each game state, and here, a normal symbol determination random number judgment table for a non-time-shortened game state referenced in a non-time-shortened game state as shown in Figure 15(b), a normal symbol determination random number judgment table for a first time-shortened game state referenced in a first time-shortened game state as shown in Figure 15(c), a normal symbol determination random number judgment table for a second time-shortened game state referenced in a second time-shortened game state as shown in Figure 15(d), and a normal symbol determination random number judgment table for a third time-shortened game state referenced in a third time-shortened game state as shown in Figure 15(e) are provided.

[0147] When a normal winning symbol is determined in the normal drawing in the non-time-saving game state, the table shown in Figure 15(b) is referenced. Similarly, when a normal winning symbol is determined in the normal drawing in the first time-saving game state, the second time-saving game state, or the third time-saving game state, the tables shown in Figures 15(c), (d), and (e), respectively, are referenced. Here, normal symbols L and S are provided as types of normal symbols.

[0148] Both the normal symbol L and the normal symbol S are normal winning symbols, and when these normal symbols are stopped and displayed on the normal symbol display 168, an auxiliary game is executed and the second start hole 122 is controlled to open. However, as will be described in detail later, when the normal symbol L is won in the time-saving game state, the second start hole 122 is opened in the auxiliary game in a manner that allows a game ball to enter, whereas when the normal symbol S is won, the second start hole 122 is opened in the auxiliary game in a manner that prevents a game ball from entering. In other words, the normal symbol S is substantially equal to a normal losing symbol that prevents a game ball from entering the second start hole 122. In other words, the normal symbol L is a long-opening symbol that opens the second start hole 122 for a long time in the time-saving game state, and the normal symbol S can be said to be a short-opening symbol that opens the second start hole 122 for only a short time.

[0149] As shown in Figure 15 (b), according to the normal symbol determination random number judgment table for non-time-saving game state, when the value of the normal symbol determination random number is 0, the normal symbol L is determined as the type of normal symbol, and when the normal symbol determination random number is any other value, the normal symbol S is determined as the type of normal symbol. Therefore, in the non-time-saving game state, the probability of winning the normal symbol L, i.e., the long opening symbol, is almost 0%.

[0150] 15(c), according to the normal symbol determination random number judgment table for the first time-shortened game state, when the value of the normal symbol determination random number is 0 to 65535, the normal symbol L is determined as the type of normal symbol. Therefore, in the first time-shortened game state, by passing the game ball through the gate 124, the normal symbol L, i.e., the long opening symbol, is always won.

[0151] 15(d), according to the normal symbol determination random number judgment table for the second time-saving game state, when the value of the normal symbol determination random number is 0 to 674, the normal symbol L is determined as the type of normal symbol, and when the normal symbol determination random number is any other value, the normal symbol S is determined as the type of normal symbol. Therefore, in the second time-saving game state, the winning probability of the normal symbol L, that is, the long opening symbol, is approximately 1 / 97.0.

[0152] 15(e), according to the normal symbol determination random number judgment table for the third time-saving game state, when the value of the normal symbol determination random number is 0 to 204, the normal symbol L is determined as the type of normal symbol, and when the normal symbol determination random number is any other value, the normal symbol S is determined as the type of normal symbol. Therefore, in the third time-saving game state, the winning probability of the normal symbol L, i.e., the long opening symbol, is approximately 1 / 319.6.

[0153] Here, the probability of winning the normal pattern L differs among the normal pattern determination random number judgment table for the first time-shortened play state, the normal pattern determination random number judgment table for the second time-shortened play state, and the normal pattern determination random number judgment table for the third time-shortened play state. This is because, as the "type" of the normal pattern, some of the stopped display patterns of the multiple normal patterns that make up the normal pattern L in the first time-shortened play state are defined to be treated as the "type" of normal pattern S in the second time-shortened play state and the third time-shortened play state, thereby changing the probability of winning the normal pattern L.

[0154] In addition, if the normal symbol lottery determines that the symbol is a miss, the type of normal symbol will be determined to be a miss normal symbol, regardless of the game status.

[0155] FIG. 16(a) is a diagram explaining the normal symbol fluctuation time data table, and FIG. 16(b) is a diagram explaining the opening / closing control pattern table. As described above, when a normal symbol lottery is held, the normal symbol fluctuation time is determined. The normal symbol fluctuation time data table is referenced when determining the normal symbol fluctuation time when a normal symbol winning symbol or a normal symbol losing symbol is determined by the normal symbol lottery. According to this normal symbol fluctuation time data table, if the type of the winning normal symbol is normal symbol L, the fluctuation time is determined to be 10 seconds, and if the type of the winning normal symbol is normal symbol S or a normal symbol losing symbol, the fluctuation time is determined to be 1 second.

[0156] The normal symbol fluctuation time described above is merely an example. For example, similar to the special symbol fluctuation time, multiple fluctuation patterns with different fluctuation times may be provided, and the fluctuation pattern may be determined by lottery using a normal symbol fluctuation pattern table for the normal symbol lottery, obtained from a normal symbol fluctuation pattern random number used in the normal symbol lottery. A table for determining the normal symbol fluctuation time may also be provided for each game state. In this case, for example, a normal symbol fluctuation time data table provided for the non-time-saving game state may select a fluctuation of 5 to 10 seconds regardless of whether the normal symbol is a win or a win, or the type of normal symbol. Once the fluctuation time is determined, the normal symbol display 168 will fluctuate (blink) for the determined time, and after the fluctuation time has elapsed, the normal symbol display 168 will display the winning normal symbol.

[0157] Then, when the winning normal symbol is determined by the normal symbol lottery and the normal symbols L and S are displayed on the normal symbol display 168, an auxiliary game is executed. In the auxiliary game, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to an opening / closing control pattern table, as shown in Figure 16(b). In reality, an opening / closing control pattern table is provided for each game state, and the corresponding table is set when the normal electric accessory solenoid 122c starts to energize depending on the game state when the normal symbol is determined, but here, for convenience of explanation, control data corresponding to each game state is shown in one table.

[0158] According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 begins to open), the maximum number of times the normal electric role device is switched on and off (number of times the second start port 122 is opened), the solenoid power supply time (power supply time of the normal electric role device solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of the second start port 122 once), the specified number (the maximum number of winning entries into the second start port 122 while the second start port 122 is fully open), the normal power closing effective time (the closing time between each opening of the second start port 122, i.e., the pause time), the normal power effective state time (waiting time from the end of the last opening of the second start port 122), and the normal power end waiting time (waiting time until the variable display of the normal pattern described below is resumed after the normal power effective state time has elapsed) are pre-stored as control data for the second start port 122 for each type of normal pattern, as shown in the figure.

[0159] As is clear from FIG. 16(b), when a normal symbol S is selected, or when a normal symbol L is selected in the non-time-saving game mode, the second start hole 122 is opened only once every 0.01 seconds. In this case, it is almost impossible for a game ball to enter the second start hole 122. In contrast, when a normal symbol L is selected in the time-saving game mode, the second start hole 122 is opened twice every 2.9 seconds. In this case, if the player properly launches the game balls, two game balls can be reliably placed in the second start hole 122 during one auxiliary game. Note that the specified number is set to eight, and when eight game balls enter the second start hole 122 during the auxiliary game, the auxiliary game ends. However, the specified number is not limited to eight, and may be any predetermined number equal to or greater than two.

[0160] In this way, the probability of winning the normal winning symbol and the normal symbol variation time are associated with each game state as game progress conditions, and in the time-saving game state, normal symbol variation is more likely to be executed than in the non-time-saving game state. In other words, in the time-saving game state, normal symbol lotteries are held one after another as long as the game ball passes through gate 124.

[0161] For example, a normal ball operation port may be provided downstream of the second game area 116b, separate from the gate 124, and when a game ball enters the normal ball operation port, a normal ball reservation may be acquired in the same way as when a game ball passes through the gate 124. In this case, if one game ball is paid out as a prize ball when a game ball enters the normal ball operation port, the player can reduce the consumption of game balls during the time-saving game state.

[0162] 17 is a diagram illustrating the game characteristics according to the embodiment. The following mainly describes the case where the player appropriately launches the game ball and the game progresses in accordance with the original game characteristics, i.e., the case where the game continues normally, and a description of the case where an irregular situation occurs will be omitted. The case where the game continues normally refers to the case where the player plays in accordance with the original game characteristics and where no irregular situation such as various errors or game stoppages occurs.

[0163] The initial state of the gaming machine 100 is the non-time-saving game state, and the player begins playing in the non-time-saving game state, as shown in (1) of FIG. 17. In the non-time-saving game state, since winning the normal symbol L is rare, the player performs a so-called left shot, which launches the game ball toward the first game area 116a, causing the game ball to enter the first starting hole 120. In other words, in the non-time-saving game state, the main variable is the special 1 variable, and the main reserve that the player should acquire (hereinafter referred to as the target reserve) is set to the special 1 reserve. Therefore, in the non-time-saving game state, the player plays in the hope of winning a small prize using the special 1 reserve. Note that in the non-time-saving game state, the probability of winning a small prize based on the special 1 reserve is set to approximately 1 / 318.1.

[0164] In the non-time-saving game state, when a small win is won by the special 1 reservation, there is a 50% probability that the special symbol Z1 will be determined as the small win symbol, and a small win game based on the special symbol Z1 will be executed. In this small win game, since the game ball can enter the specific area 140b, a big win game will be executed following the small win game. At this time, in the embodiment, in the big win game, the player can obtain a total of 1,350 prize balls. Then, after the big win game ends, the game state is set to the second time-saving game state, as shown in (2) of FIG. 17.

[0165] Furthermore, in the non-time-saving game state, if a small win is won by the special 1 reserve, there is a 50% probability that the special symbol Z2 will be determined as the small win symbol, and a small win game based on the special symbol Z2 will be executed. In this small win game, since the game ball can enter the specific area 140b, a big win game will be executed following the small win game. At this time, in the embodiment, in the big win game, the player can obtain a total of 1,350 prize balls. Then, after the big win game ends, the game state is set to the third time-saving game state, as shown in (3) of FIG. 17.

[0166] The second time-saving game state shown in (2) of FIG. 17 and the third time-saving game state shown in (3) of FIG. 17 are game states in which, as shown in FIG. 15, a normal symbol L is won in the normal symbol lottery and the second starting slot 122 has a high chance of winning. By acquiring a special 2 reserve based on a ball entering the second starting slot 122, the player can aim for a small win in the large role lottery related to the special 2 reserve, allowing the game to proceed more advantageously than in the normal game state. In the second time-saving game state and the third time-saving game state, the normal symbol lottery (normal symbol variation) is frequently executed by passing a game ball through the gate 124. Since the gate 124 is located in the second game area 116b, the player performs a so-called right hit, which causes the game ball to flow down into the second game area 116b, and the game ball passes through the gate 124. That is, in the second time-saving game state and the third time-saving game state, the target reserve is set to normal reserve and the target change is set to normal change. Also, downstream of the second game area 116b, a normal prize opening (or an operating opening that triggers a normal lottery) in which the number of prize balls is set to 1 is provided, and even when playing with the aim of the gate 124, the game ball that passes through the gate 124 enters the normal prize opening, so that the game can be played without reducing the number of game balls compared to the normal game state. The time-saving game state is also sometimes called a high base game state in which the number of prize balls (base) per unit number of shots is large.

[0167] In the second time-saving game state, the number of normal symbol variations is set to 140 as a condition for ending the time-saving game. Also, the probability of winning the normal symbol L is set to approximately 1 / 97. Therefore, in the second time-saving game state, the player will play with the aim of winning the normal symbol L before the normal symbol lottery is completed 140 times.

[0168] In the second time-saving game state, if the normal symbol L is not won in 140 normal symbol draws, the time-saving end condition (number of normal symbol changes) is met, and the second time-saving game state ends and the game transitions to a non-time-saving game state. In other words, if the normal symbol L is not won in 140 normal symbol draws in the second time-saving game state, the game will end in a so-called time-saving game state, and the game will transition to a non-time-saving game state as shown in (1) of Figure 17.

[0169] In addition, the third time-saving game state is set to end the time-saving condition by changing the normal symbol 100 times. Also, the probability of winning the normal symbol L is set to approximately 1 / 319. Therefore, in the third time-saving game state, the player will play with the aim of winning the normal symbol L within 100 normal symbol lotteries.

[0170] In the third time-saving game state, if the normal symbol L is not won in 100 normal symbol draws, the time-saving end condition (number of normal symbol changes) is met, and the third time-saving game state ends and the game transitions to a non-time-saving game state. In other words, if the normal symbol L is not won in 100 normal symbol draws in the third time-saving game state, the game will end in a so-called time-saving game state, and the game will transition to a non-time-saving game state as shown in (1) of Figure 17.

[0171] In this way, the second time-saving game state has a higher probability of winning the normal symbol L than the third time-saving game state, and the number of normal symbol changes, which is the condition for ending the time-saving game, is set to be larger. Therefore, the second time-saving game state can be said to be a more advantageous game state than the third time-saving game state. Note that, for example, either the number of normal symbol changes or the probability of winning the normal symbol L may be equal between the second time-saving game state and the third time-saving game state.

[0172] When a regular symbol L is hit during the second or third time-saving game mode, the auxiliary game is executed, and the second start slot 122 is opened twice for 2.9 seconds. Because the second start slot 122 is located in the second game area 116b, if the player continues to play right during the auxiliary game, two special 2 reserves (rights to special 2 variations) are acquired. In other words, since the special game and the regular game are executed simultaneously, when a special 2 reserve is acquired, a special 2 variation is initiated immediately, except in the case where a special 1 variation is being performed as an irregular state. In this case, the first memory section of the second special symbol reserve memory area becomes empty, allowing one more special 2 reserve to be stored. As a result, when the second start slot 122 is long-opened during the auxiliary game, the player can acquire two rights to special 2 variations.

[0173] In this embodiment, when the special 2 variation is executed, a small prize is always won and a small prize game is executed. In this small prize game, if the game ball is properly launched, the game ball enters the specific area 140b and wins a type 2 big prize. Therefore, if two rights to the special 2 variation are acquired, a small prize game and a big prize game are executed twice, and the player can win 1350 balls x 2 = 2700 game balls as prize balls in the big prize game.

[0174] The special 2 digestion zone shown in (4) of Figure 17 is a state to which a transition occurs when one or more game balls enter the second starting hole 122 during the auxiliary game that is executed when a normal symbol L is won. Here, when a normal symbol L is won in the time-saving game state and one or more rights to a special 2 variation are acquired, the period from the start of the first special 2 variation to the end of the first or second major role game is called the special 2 digestion zone.

[0175] Therefore, during the Special 2 Consumption Zone, the game may be set to a non-time-shortened game state, may be set to a time-shortened game state (first time-shortened game state, second time-shortened game state, third time-shortened game state), or may be in the middle of a small win game or a big win game.

[0176] It should be noted that when a normal symbol L is won, the game may not be played properly and no game ball may enter the second start hole 122. In this case, when the auxiliary game ends, the number of long openings of the second start hole, which is the condition for ending the time-saving game, is updated from 1 to 0, and the game state has shifted to a non-time-saving game state, so it is treated as a so-called "bust," and the game state thereafter is set to a non-time-saving game state.

[0177] Then, when all rights to the special 2 variation acquired during the long opening of the second starting port 122 are consumed and one or two big role games are completed, the game state after the big role game is set. At this time, the game state is set based on the type of small prize symbol that was won last. Specifically, if the right to two special 2 variations is acquired during the long opening of the second starting port 122, the game state is set based on the small prize symbol when the second small prize is won. Also, if the right to one special 2 variation is acquired during the long opening of the second starting port 122, the game state is set based on the small prize symbol when the first small prize is won.

[0178] If the last winning small winning symbol is the special symbol Z3, the game state after the big win game is set to the second time-shortened game state shown in (2) of Figure 17. Also, if the last winning small winning symbol is the special symbol Z5, the game state after the big win game is set to the third time-shortened game state shown in (3) of Figure 17. Furthermore, if the last winning small winning symbol is the special symbol Z4, the game state after the big win game is set to the first time-shortened game state shown in (5) of Figure 17.

[0179] If the second or third time-saving play state is set after a major win, the player will again aim to win the regular pattern L in 140 or 100 regular pattern draws, as described above.

[0180] On the other hand, in the first time-shortened game state shown in (5) of Figure 17, as in the second time-shortened game state and the third time-shortened game state, a normal lottery (normal game change) is frequently executed by passing the game ball through the gate 124. Therefore, the player hits the right in the first time-shortened game state and passes the game ball through the gate 124. In other words, in the first time-shortened game state, the target reserve is set to normal reserve and the target change is set to normal game change.

[0181] In addition, the first time-saving game state has a time-saving end condition of 100 normal symbol variations, and the probability of winning the normal symbol L is set to 1 / 1. Therefore, in the first time-saving game state, when the player hits the right, the normal symbol L is immediately won. If the normal symbol L is won in the first time-saving game state, as described above, the game moves to the special 2 consumption zone, and basically two major role games can be played. Note that even in this case, the subsequent game state will be set based on the type of small winning symbol that was last won.

[0182] As described above, in this embodiment, a time-saving game state is provided as a game state in which a game ball is more likely to enter the second starting hole 122 provided in the game area 116 than in a non-time-saving game state or a non-time-saving game state. The time-saving game state is a game state in which a game progresses through normal play, and is a so-called normal game ST in which the number of normal game changes is set as a time-saving end condition. In addition, the time-saving game state includes a first time-saving game state, and when a transition is made to the first time-saving game state, two more big role games can be immediately executed. In other words, when a transition is made to the first time-saving game state, four big role games are executed consecutively in an extremely short period of time.

[0183] Next, the main processing of the main control board 300 in the gaming machine 100 for realizing the above-mentioned gameplay will be described.

[0184] 18 is a diagram illustrating the gaming machine status flag. In the main control board 300, the gaming machine status flag is used to manage whether or not a game can be played. One of six flag values ​​from 00H to 05H is set to the gaming machine status flag. A flag value of 00H indicates a playable state, and when the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is other than 00H, the game is stopped.

[0185] 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 a setting abnormality state, and when the gaming machine status flag is 03H, the registered setting value is considered abnormal and game play is stopped. A flag value of 04H for the gaming machine status flag indicates a RAM abnormality 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 abnormality 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.

[0186] (CPU initialization process of main control board 300) FIG. 19 is a first flowchart illustrating the CPU initialization process in main control board 300, and FIG. 20 is a second flowchart illustrating the CPU initialization process in main control board 300.

[0187] 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).

[0188] (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.

[0189] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.

[0190] (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.

[0191] (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.

[0192] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.

[0193] (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.

[0194] (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.

[0195] (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.

[0196] (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.

[0197] (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.

[0198] (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.

[0199] (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.

[0200] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0201] (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.

[0202] (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.

[0203] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.

[0204] (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.

[0205] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and moves the process to step S100-45.

[0206] (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.

[0207] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.

[0208] (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.

[0209] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.

[0210] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.

[0211] (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.

[0212] (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.

[0213] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0214] (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.

[0215] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.

[0216] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0217] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0218] (Step S100-59) The main CPU 300a performs processing to disable interrupts.

[0219] (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.

[0220] (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.

[0221] (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 .

[0222] (Step S100-67) The main CPU 300a updates the reach group determination random number, the reach mode determination random number, and the variation pattern random number. Note that, hereinafter, the reach group determination random number, the reach mode determination random number, and the variation pattern random number for determining the variation presentation pattern are collectively referred to as variation presentation random numbers.

[0223] (Step S100-69) The main CPU 300a performs processing to permit the interrupt, and thereafter repeats the processing from step S100-59.

[0224] FIG. 21 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300.

[0225] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.

[0226] (Step S110-3) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0227] (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.

[0228] (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.

[0229] (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.

[0230] (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.

[0231] (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.

[0232] (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.

[0233] (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.

[0234] (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.

[0235] (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.

[0236] Next, a description will be given of interrupt processing in the main control board 300. Here, a description will be given of power-off save processing (XINT interrupt processing) and timer interrupt processing.

[0237] (Main control board 300 power off evacuation process (XINT interrupt process)) 22 is a flowchart explaining the power-off save processing (XINT interrupt processing) in the main control board 300. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts the CPU initialization processing and executes the power-off save processing.

[0238] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.

[0239] (Step S300-2) The main CPU 300a performs processing to disable interrupts.

[0240] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0241] (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.

[0242] (Step S300-7) The main CPU 300a restores the register.

[0243] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.

[0244] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0245] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.

[0246] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.

[0247] (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.

[0248] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0249] (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.

[0250] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.

[0251] (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.

[0252] 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.

[0253] (Timer interrupt processing of main control board 300) 23 is a flowchart explaining the timer interrupt processing in the main control board 300. The main control board 300 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (4 milliseconds in this embodiment, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs in the CPU initialization processing (step S100), and the following timer interrupt processing is executed.

[0254] (Step S400-1) The main CPU 300a saves the registers.

[0255] (Step S400-3) The main CPU 300a performs processing to disable interrupts.

[0256] (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 reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern display 168, the normal pattern reserved indicator 170, the right hit notification indicator 172, and the performance display monitor 184.

[0257] (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.

[0258] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.

[0259] (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.

[0260] (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.

[0261] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.

[0262] (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.

[0263] (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.

[0264] (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.

[0265] Although a detailed explanation will be omitted, in this embodiment, the small win determination random number and the win determination random number use hardware random numbers updated by a hardware random number generator built into the main control board 300. The hardware random number generator updates both the small win determination random number and the win determination random number according to a set rule, automatically changing the random number sequence every time the random number sequence completes one cycle, and changing the start value every time the system is reset.

[0266] (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 first large prize hole detection switch 126s, the second large prize hole detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management process will be described later.

[0267] (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.

[0268] (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.

[0269] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results.

[0270] (Step S800) 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 prize ball control counter, etc. This prize opening switch processing will be described later.

[0271] (Step S900) The main CPU 300a executes a payout control management process for creating and transmitting a payout command based on the counter value of the counter for controlling the winning balls set in step S800. This payout control management process will be described later.

[0272] (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.

[0273] (Step S400-29) The main CPU 300a executes an LED display setting process that sets display data for controlling the lighting of various indicators (LEDs), such as the first special pattern indicator 160, the second special pattern indicator 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern indicator 168, the normal pattern reserved indicator 170, and the right-hit notification indicator 172, in an output buffer corresponding to each common.

[0274] (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.

[0275] (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.

[0276] (Step S400-35) The main CPU 300a performs processing to permit an interrupt.

[0277] (Step S400-37) The main CPU 300a uses the unused area of ​​the main RAM 300c to perform processing for calculating a base ratio to be displayed on the performance display monitor 184, and executes a performance display monitor control processing for setting common data for displaying the calculated base ratio on the performance display monitor 184 in a common output buffer. In the performance display monitor control processing, the base ratio is calculated for each predetermined period. Here, the performance display monitor 184 may alternate between displaying the base ratio for the current period and the base ratio for the previous period at predetermined time intervals. Furthermore, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation.

[0278] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.

[0279] FIG. 24 is a flowchart illustrating the setting-related processing (S450) described above.

[0280] (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.

[0281] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a predetermined processing area.

[0282] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s has been pressed (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 182s has been pressed, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s has not been pressed, the process proceeds to step S450-9.

[0283] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.

[0284] (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.

[0285] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.

[0286] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.

[0287] (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.

[0288] (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.

[0289] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 21. 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.

[0290] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.

[0291] As described above, according to the embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (FIG. 19). 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. 23) are stopped, and setting-related processes are executed.

[0292] 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.

[0293] 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.

[0294] Here, in the setting-related processing, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation of the registered setting value has finished, the sub-command group set processing transmits a setting value designation command corresponding to the registered setting value to the sub-control board 330. On the other hand, while the setting change operation is being accepted, the setting value designation command is not transmitted to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not transmitted, and when the acceptance of the setting change operation has finished and the state has shifted to one in which game progress can be made, the risk of the registered setting value being obtained fraudulently can be reduced.

[0295] In addition, in the embodiment, a plurality of flag values ​​including at least 01H (setting change state) are switched. Then, when the gaming machine state flag is set to 01H (setting change state), setting-related processing becomes executable, and progress of the game is stopped. In this way, since setting-related processing is not executed while the game is in progress, setting value designation commands are not sent while the game is in progress, and the risk of registered setting values ​​being obtained fraudulently is reduced.

[0296] 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.

[0297] FIG. 25 is a flowchart illustrating the switch management process (step S500) in the main control board 300.

[0298] (Step S500-1) The main CPU 300a determines whether the gate detection switch is on, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned on. As a result, if it is determined that the gate detection switch is on, the process proceeds to step S510, and if it is determined that the gate detection switch is not on, the process proceeds to step S500-3.

[0299] (Step S510) The main CPU 300a executes gate passing processing based on the passage of the gaming ball through the gate 124. Details of this gate passing processing will be described later.

[0300] (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.

[0301] (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.

[0302] (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.

[0303] (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.

[0304] (Step S500-7) The main CPU 300a determines whether the special prize opening detection switch is on, that is, whether a gaming ball has entered the special prize opening and a detection signal has been input from the first special prize opening detection switch 126s or the second special prize opening detection switch 128s. If it is determined that the special prize opening detection switch is on, the process proceeds to step S500-9, and if it is determined that the special prize opening detection switch is not on, the process proceeds to step S500-11.

[0305] (Step S500-9) The main CPU 300a determines whether a big win game or a small win game is currently in progress, and determines whether the game ball entered the big win slot properly. Here, if it is determined that a big win game or a small win game is not in progress, a predetermined fraud detection process is executed, and if it is determined that a big win game or a small win game is in progress and the game ball entered the big win slot properly, the main CPU 300a increments the big win slot ball entry counter by 1, and sets a big win slot ball entry designation command in the transmission buffer.

[0306] (Step S500-11) The main CPU 300a determines whether the specific area detection switch is on, that is, whether the gaming ball has entered the specific area 140b and a detection signal has been input from the specific area detection switch 140s. If it is determined that the specific area detection switch is on, the process proceeds to step S540, and if it is determined that the specific area detection switch is not on, the process proceeds to step S500-13.

[0307] (Step S540) The main CPU 300a executes a specific area passing process based on the entry of the gaming ball into the specific area 140b, and ends the switch management process. The specific area passing process will be described in detail later.

[0308] (Step S500-13) The main CPU 300a determines whether the general winning opening detection switch is on, that is, whether a gaming ball has entered the general winning opening 118 and a detection signal has been input from the general winning opening detection switch 118s. As a result, if it is determined that the general winning opening detection switch is on, the process proceeds to step S500-15, and if it is determined that the general winning opening detection switch is not on, the process proceeds to step S500-17.

[0309] (Step S500-15) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.

[0310] (Step S500-17) The main CPU 300a determines whether the out ball detection switch is on, i.e., whether a detection signal has been input from the out ball detection switch 130s. If it is determined that the out ball detection switch is on, the process proceeds to step S500-19, and if it is determined that the out ball detection switch is not on, the switch management process is terminated.

[0311] (Step S500-19) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.

[0312] FIG. 26 is a flowchart illustrating the gate passage process (step S510) in the main control board 300.

[0313] (Step S510-1) The main CPU 300a loads the winning determination random numbers and the ordinary determination random numbers updated by the hardware random number generator.

[0314] (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.

[0315] (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.

[0316] (Step S510-7) The main CPU 300a determines which of the four storage sections in the general map reserve storage area is the target storage section in which to save the acquired winning determination random number and general map determination random number.

[0317] (Step S510-9) The main CPU 300a saves the winning determination random number and the ordinary determination random number obtained in the above step S510-1 in the target memory calculated in the above step S510-7.

[0318] (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.

[0319] FIG. 27 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300.

[0320] (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.

[0321] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.

[0322] (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.

[0323] FIG. 28 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300.

[0324] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0325] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.

[0326] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.

[0327] (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.

[0328] (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.

[0329] (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.

[0330] 29 is a flowchart explaining the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is executed using a common module in the first start port passing process (step S520) and the second start port passing process (step S530) described above.

[0331] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.

[0332] (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.

[0333] (Step S535-5) The main CPU 300a loads the small win determination random number updated by the hardware random number generation unit.

[0334] (Step S535-7) The main CPU 300a determines whether the number of reserved balls for the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is determined that the number is equal to or greater than the upper limit, the process proceeds to step S535-23. If it is determined that the number is not equal to or greater than the upper limit, the process proceeds to step S535-9.

[0335] (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.

[0336] (Step S535-11) The main CPU 300a determines a target storage section to save the acquired small win determination random number from among the four storage sections of the first special chart reservation storage area and one storage section of the second special chart reservation storage area.

[0337] (Step S535-13) The main CPU 300a obtains the small win determination random number loaded in step S535-5, the winning pattern random number updated in step S400-19, the reach group determination random number updated in step S100-67, 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.

[0338] (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.

[0339] (Step S535-17) The main CPU 300a executes an acquisition time effect determination process to perform a provisional big role lottery, provisional winning symbol determination, and provisional variable information determination based on the various random numbers stored in the target memory unit in step S535-13. In this acquisition time effect determination process, a pre-reading designation command indicating variable information to be determined when a newly stored reserved symbol is read out is transmitted to the sub-control board 330.

[0340] (Step S535-19) The main CPU 300a loads the counter values ​​of the special symbol 1 reserved ball number counter and the special symbol 2 reserved ball number counter.

[0341] (Step S535-21) The main CPU 300a sets the special symbol reservation designation command in the transmission buffer based on the counter value loaded in step S535-19 above. Here, the special symbol 1 reservation designation command is set based on the counter value (special 1 reservation number) of the special symbol 1 reservation ball number counter, and the special symbol 2 reservation designation command is set based on the counter value (special 2 reservation number) of the special symbol 2 reservation ball number counter. As a result, each time a special symbol 1 reservation or special symbol 2 reservation is stored, the special symbol 1 reservation number and the special symbol 2 reservation number are transmitted to the sub-control board 330.

[0342] (Step S535-23) The main CPU 300a loads the normal game management phase.

[0343] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 and determines whether it is below the normal electric device winning opening control state described later. If it is determined that it is below the normal electric device winning opening control state, the process proceeds to step S535-27, and if it is determined that it is not below the normal electric device winning opening control state, the special symbol random number acquisition process is terminated.

[0344] (Step S535-27) The main CPU 300a determines whether or not an abnormal winning has occurred, and if it determines that an abnormal winning has occurred, executes a start port abnormal winning error process to perform a predetermined process, and terminates the special pattern random number acquisition process (step S535).

[0345] FIG. 30 is a flowchart illustrating the specific area passing process in step S540.

[0346] (Step S540-1) If the main CPU 300a determines in step S500-11 that the specific area detection switch has been turned on, it determines whether the valid period flag is on. If it determines that the valid period flag is on, it proceeds to step S540-3, and if it determines that the valid period flag is not on, it proceeds to step S540-9.

[0347] As will be described in more detail later, this valid period flag is used to determine whether the entry of a game ball into the specific area 140b is considered valid, and in this embodiment, it is turned on at the start of a small win game (first round game).

[0348] (Step S540-3) In the above step S540-1, if it is determined that the valid period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag identifies that the gaming ball has already validly entered the specific area 140b. If it is determined that the specific area entry flag is on, the specific area passing process is terminated, and if it is determined that the specific area entry flag is not on, the process proceeds to step S540-5.

[0349] (Step S540-5) The main CPU 300a turns on the specific area entry flag.

[0350] (Step S540-7) The main CPU 300a sets a specific area entry command in the transmission buffer to notify the sub-control board 330 that the gaming ball has validly entered the specific area 140b, and ends the specific area passing process.

[0351] (Step S540-9) The main CPU 300a executes a predetermined error process.

[0352] (Step S540-11) The main CPU 300a sets an error command indicating that an error has been detected in the transmission buffer, and ends the specific area passing process.

[0353] 31 is a diagram illustrating the special game management phase. As already explained, in the embodiment, a special game triggered by a game ball entering the first start port 120 or the second start port 122 and a normal game triggered by a game ball passing through the gate 124 proceed simultaneously in parallel. The processing related to the special game is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such special game by the special game management phase.

[0354] As shown in FIG. 31, 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.

[0355] FIG. 32 is a flowchart illustrating the special game management process (step S600) in the main control board 300.

[0356] (Step S600-1) The main CPU 300a loads the special game management phase.

[0357] (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.

[0358] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.

[0359] (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.

[0360] 33 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".

[0361] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 reserved ball counter, that is, the special 2 reserved number (X2) is "1" or more. As a result, if it is determined that the special 2 reserved number (X2) is "1" or more, the process moves to step S610-7, and if it is determined that the special 2 reserved number (X2) is not "1" or more, the process moves to step S610-3.

[0362] (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.

[0363] (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.

[0364] (Step S610-7) The main CPU300a block-transfers the special 2 reserve stored in the first storage section of the second special symbol reserve storage area, or the special 1 reserve stored in the first to fourth storage sections of the first special symbol reserve storage area, to a storage section with a smaller ordinal number by one. Specifically, the main RAM300c is provided with a 0th storage section to be processed, and the special 2 reserve stored in the 1st storage section is block-transferred to the 0th storage section. Also, in the above step S610-3, if it is determined that the number of special symbol 1 reserved balls is "1" or more, the special 1 reserve stored in the 2nd to 4th storage sections of the first special symbol reserve storage area is transferred to the 1st to 3rd storage sections, and the special 1 reserve stored in the 1st storage section is block-transferred to the 0th storage section. In this special pattern memory area shift process, the counter value of the target special pattern reserved ball count counter corresponding to the reserved type transferred to the 0th memory unit is decremented by "1", and a reserved reduction command indicating that the special 1 reserved or special 2 reserved has been decremented by "1" is set in the transmission buffer.

[0365] (Step S610-9) The main CPU 300a loads the small win determination random number and reservation type transferred to the 0th memory unit, selects the corresponding small win determination random number judgment table, draws a big role lottery, and executes a special symbol win judgment process that stores the lottery result.

[0366] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbol. Here, if the result of the major role lottery in step S610-9 above is a small win, the winning symbol random number and reserve type transferred to the 0th memory unit are loaded, the corresponding winning symbol random number determination table is selected to extract the special symbol determination data, and the extracted special symbol determination data (small win symbol type) is saved. Also, if the result of the major role lottery in step S610-9 above is a loss, the special symbol determination data for the loss corresponding to the reserve type (losing symbol type) is saved. Specifically, if the reserve type is special 1 reserve, special symbol X is saved as the losing symbol, and if the reserve type is special 2 reserve, special symbol Y is saved as the losing symbol. In this way, after the special symbol determination data is saved, a symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.

[0367] (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.

[0368] (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.

[0369] (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.

[0370] (Step S614) The main CPU 300a executes a special chart change start state update process. The details of this special chart change start state update process will be described later.

[0371] (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.

[0372] (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 designation command in the transmission buffer. Here, the special symbol 1 reserved designation 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 designation 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.

[0373] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.

[0374] FIG. 34 is a flowchart illustrating the special symbol variable number determination process in the main control board 300.

[0375] (Step S612-1) The main CPU 300a determines whether the result of the big role lottery in step S610-9 is a small win. If it is determined to be a small win, the process proceeds to step S612-3, and if it is determined not to be a small win (a loss), the process proceeds to step S612-5.

[0376] (Step S612-3) The main CPU 300a sets a reach mode determination random number judgment table corresponding to the current game state, type of special symbol, reserved type, and variable state.

[0377] (Step S612-5) If the hold type of the read hold is special 2 hold, the main CPU 300a checks the counter value of the special pattern 2 hold ball count 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 count counter.

[0378] (Step S612-7) The main CPU 300a sets the corresponding reach group determination random number judgment table based on the current game state, the reserved number and reserved type confirmed in the above step S612-5. Then, based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th storage unit in the above step S610-7, the reach group (group type) is determined.

[0379] (Step S612-9) The main CPU 300a sets a random number judgment table for determining a reach mode when losing, which corresponds to the group type determined in step S612-7.

[0380] (Step S612-11) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-3 or step S612-9 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Here, a variation pattern random number judgment table is determined together with the variation mode number.

[0381] (Step S612-13) The main CPU 300a sets the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-11 in the transmission buffer.

[0382] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-11 above and the variation pattern random number transferred to the 0th storage unit in step S610-7 above.

[0383] (Step S612-17) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-15 in the transmission buffer, and ends the special symbol variation number determination process.

[0384] FIG. 35 is a flowchart illustrating the state update process at the start of special chart variation in the main control board 300.

[0385] (Step S614-1) When special 1 variation is started, the main CPU 300a determines whether the counter value of the time-saving number cut counter (for special 1), i.e., the number of remaining special 1 variations until the time-saving game state ends, is greater than 0. Also, when special 2 variation is started, the main CPU 300a determines whether the counter value of the time-saving number cut counter (for special 2), i.e., the number of remaining special 2 variations until the time-saving game state ends, is greater than 0. As a result, if it is determined that the counter value is greater than 0, the process proceeds to step S614-3, and if it is determined that the counter value is not greater than 0, the state update process at the start of the special pattern variation is terminated.

[0386] (Step S614-3) The main CPU 300a subtracts "1" from the counter value of the target time-saving number-of-times cut-off counter, that is, the special 1 variation number or the special 2 variation number.

[0387] (Step S614-5) In the above step S614-3, the main CPU 300a determines whether the number of special 1 changes or the number of special 2 changes has been updated from 1 to 0. As a result, if it is determined that the number of special 1 changes or the number of special 2 changes has been updated from 1 to 0, the process proceeds to step S614-7, and if it is determined that the number of special 1 changes or the number of special 2 changes has not been updated from 1 to 0, the special chart change start state update process is terminated.

[0388] (Step S614-7) The main CPU 300a sets the gaming state to the non-time-shortening gaming state.

[0389] (Step S614-9) The main CPU 300a executes a game state change designation command setting process for transmitting the changed game state to the sub-control board 330, and then terminates the state update process at the start of the special pattern change. As will be described in detail later, in this game state change designation command setting process, a game state change designation command is set in a transmission buffer. There are multiple types of game state change designation commands, and they are used to transmit the game state set in the main control board 300 to the sub-control board 330.

[0390] 36 is a diagram illustrating an example of a game state change designation command. The game state change designation command is sent to the sub-control board 330 when the game state is set or changed on the main control board 300. In this embodiment, the timings at which the game state is set or changed on the main control board 300 include the start of special pattern variation, the end of small win game and big role game, the start of normal pattern variation, and the end of long opening of the second start port 122 in auxiliary game. The game state change designation command is made up of a 4-bit preceding command and a 4-bit following command, and the preceding command indicates the timing at which the game state is set or changed.

[0391] Specifically, the preceding command of the game status change designation command sent at the start of special pattern variation is A5H, the preceding command of the game status change designation command sent at the end of small win game or big role game is A6H, the preceding command of the game status change designation command sent at the start of normal pattern variation is B5H, and the preceding command of the game status change designation command sent at the end of long opening of the second starting port 122 is B6H.

[0392] Here, the game status change designation command sent at the start of special pattern change is called the game status change designation command after the start of special pattern change, the game status change designation command sent at the end of small win game or big role game is called the game status change designation command after big role, the game status change designation command sent at the start of normal pattern change is called the game status change designation command after the start of normal pattern change, and the game status change designation command sent at the end of long opening of the second starting port 122 is called the game status change designation command after the end of normal power operation.

[0393] Furthermore, the command following the game status change designation command indicates the game status after the setting or change, and here, six types of subsequent commands from 00H to 05H are provided. Note that the six types of subsequent commands are common to all four transmission timings of the game status change designation command. However, the subsequent command may be different for each transmission timing of the game status change designation command.

[0394] If the game state after the setting or change is a non-time-saving game state and the number of changes since being set to the non-time-saving game state is five or less, the subsequent command will be 01H, and if the number of changes exceeds five, the subsequent command will be 00H.

[0395] Also, when the game state is set or changed, if the special 2 reserve is stored, the subsequent command will be 02H, regardless of the game state after the setting or change. In other words, the subsequent command 02H indicates that the special 2 reserve is stored when the game state is set or changed. As mentioned above, when the special 2 variation is executed based on the special 2 reserve, regardless of the game state, a small win will always be won and a big win will be possible. Therefore, the subsequent command 02H can be said to be a command that conveys that a small win or a type 2 big win can be immediately won, in other words, that a winning streak is in progress.

[0396] Furthermore, if the game state after the setting or change is the second time-shortened game state, the subsequent command will be 03H; if the game state after the setting or change is the first time-shortened game state, the subsequent command will be 04H; and if the game state after the setting or change is the third time-shortened game state, the subsequent command will be 05H. Therefore, the subsequent commands 03H, 04H, and 05H can be said to be commands that convey that the game state is the second time-shortened game state, the first time-shortened game state, and the third time-shortened game state, respectively. Furthermore, the subsequent commands 03H, 04H, and 05H can be said to be commands that convey that the game state is the second time-shortened game state, the first time-shortened game state, and the third time-shortened game state, respectively, and that no special 2 reserve is stored.

[0397] FIG. 37 is a flowchart illustrating the game state change designation command setting process in the main control board 300.

[0398] (Step S615-1) The main CPU 300a sets the preceding command in the transmission buffer based on the current timing. The game state change designation command setting process is executed at each of the four timings when the game state is set or changed, so here, the preceding command is set based on the timing when the game state change designation command setting process is executed. For example, when the game state change designation command setting process module is called in the special chart change start state update process shown in Figure 35, A5H is set as the preceding command.

[0399] (Step S615-3) The main CPU 300a determines whether the special 2 reservation is stored. As a result, if it is determined that the special 2 reservation is stored, the process proceeds to step S615-5, and if it is determined that the special 2 reservation is not stored, the process proceeds to step S615-7.

[0400] (Step S615-5) The main CPU 300a sets 02H in the transmission buffer as the subsequent command, and ends the game state change designation command setting process.

[0401] (Step S615-7) The main CPU 300a determines whether the gaming state after the setting or change is a non-time-shortening gaming state. If it is determined that it is a non-time-shortening gaming state, the main CPU 300a proceeds to step S615-9, and if it is determined that it is not a non-time-shortening gaming state, the main CPU 300a proceeds to step S615-15.

[0402] (Step S615-9) The main CPU300a determines whether the number of times of special symbol fluctuation in the non-time-shortened game state is 1 to 5. As a result, if it is determined that the number of times of special symbol fluctuation is 1 to 5, it shifts the processing to step S615-11, and if it is determined that the number of times of special symbol fluctuation is not 1 to 5, it shifts the processing to step S615-13.

[0403] (Step S615-11) The main CPU 300a sets 01H in the transmission buffer as the subsequent command, and ends the game state change designation command setting process.

[0404] (Step S615-13) The main CPU 300a sets 00H in the transmission buffer as the subsequent command, and ends the game state change designation command setting process.

[0405] (Step S615-15) The main CPU 300a determines whether the gaming state after the setting or change is the first time-shortened gaming state. If it is determined that the gaming state is the first time-shortened gaming state, the main CPU 300a proceeds to step S615-17, and if it is determined that the gaming state is not the first time-shortened gaming state, the main CPU 300a proceeds to step S615-19.

[0406] (Step S615-17) The main CPU 300a sets 04H in the transmission buffer as the subsequent command, and ends the game state change designation command setting process.

[0407] (Step S615-19) The main CPU 300a determines whether the gaming state after the setting or change is the second time-shortened gaming state. If it is determined that the gaming state is the second time-shortened gaming state, the main CPU 300a proceeds to step S615-21, and if it is determined that the gaming state is not the second time-shortened gaming state, the main CPU 300a proceeds to step S615-23.

[0408] (Step S615-21) The main CPU 300a sets 03H in the transmission buffer as the subsequent command, and ends the game state change designation command setting process.

[0409] (Step S615-23) The main CPU 300a sets 05H in the transmission buffer as the subsequent command, and ends the game state change designation command setting process.

[0410] 38 is a flowchart for explaining the special symbol variation process in the main control board 300. This special symbol variation process is executed when the special game management phase is "01H".

[0411] (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.

[0412] (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.

[0413] (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.

[0414] (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.

[0415] (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.

[0416] (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.

[0417] (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.

[0418] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0419] (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.

[0420] (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.

[0421] (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.

[0422] 39 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0423] (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.

[0424] (Step S630-3) The main CPU 300a checks the result of the big role lottery.

[0425] (Step S630-5) The main CPU 300a determines whether the result of the big win lottery confirmed in step S630-3 is a small win. If it is determined to be a small win, the process proceeds to step S630-15. If it is determined not to be a small win, the process proceeds to step S630-7.

[0426] (Step S630-7) The main CPU 300a sets a game state confirmation designation command at the time of special symbol determination, which indicates the game state when the special symbol is determined, in a transmission buffer.

[0427] (Step S630-9) The main CPU 300a sets a number command for transmitting the counter value of each time-saving number-off counter to the sub-control board 330 in a transmission buffer.

[0428] (Step S630-11) The main CPU 300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. This ends the special game management process based on the reservation of 1, and if special 1 reservation or special 2 reservation is stored, processing to start the variable display of the special symbol based on the next reservation will be performed.

[0429] (Step S630-15) The main CPU 300a resets the gaming state. Here, the gaming state is set to a non-time-shortening gaming state, and the counter values ​​of the time-shortening counters are reset.

[0430] (Step S630-17) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.

[0431] (Step S630-19) The main CPU 300a performs a process for setting the maximum number of times a special electric device is operated. Specifically, the data set in step S630-17 above is referenced, and a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as the counter value in the maximum number of times a special electric device is operated counter. This maximum number of times a special electric device is operated counter indicates the number of rounds ("1") that can be executed in the small prize game that is about to start. Meanwhile, the main RAM 300c is provided with a continuous number of times a special electric device is operated counter, and the current number of rounds is managed by adding "1" to the counter value of the continuous number of times a special electric device is operated counter at the start of each round of play. Here, a process for resetting (updating to "0") the counter value of this continuous number of times a special electric device is operated counter is also executed upon the start of the small prize game.

[0432] (Step S630-21) The main CPU 300a refers to the data set in step S630-19 and saves a predetermined opening time as a timer value in the special game timer.

[0433] (Step S630-23) The main CPU 300a sets an opening designation command for transmitting the start of a small win game to the sub-control board 330 in the transmission buffer.

[0434] (Step S630-25) The main CPU 300a updates the special game management phase to "03H" and ends the special symbol stop symbol display process, thereby starting a small win game.

[0435] 40 is a flowchart illustrating the process before the opening of the special prize opening in the main control board 300. This process before the opening of the special prize opening is executed when the special game management phase is "03H" or "07H".

[0436] (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.

[0437] (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.

[0438] (Step S640-5) The main CPU 300a sets a special prize opening opening designation command in a transmission buffer to transmit to the sub-control board 330 the start of opening of the special prize opening (start of a round game).

[0439] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.

[0440] (Step S640-7) The main CPU 300a determines whether the special game management phase is 03H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 03H, the process proceeds to step S640-9. If it is determined that the special game management phase is not 03H, the process proceeds to step S640-13.

[0441] (Step S640-9) The main CPU 300a determines whether it is the start of the first round of play based on the counter value of the special electric accessory continuous operation counter. If it is determined that it is the start of the first round of play, the process proceeds to step S640-11. If it is determined that it is not the start of the first round of play, the process proceeds to step S640-13.

[0442] (Step S640-11) The main CPU 300a turns on the valid period flag, which enables the entry of the gaming ball into the specific area 140b upon the start of the small win game.

[0443] (Step S640-13) The main CPU 300a clears the large prize opening winning ball counters. Here, the large prize opening winning ball counters include a first large prize opening winning ball counter that counts the number of game balls that have entered the first large prize opening 126 in one round of play, and a second large prize opening winning ball counter that counts the number of game balls that have entered the second large prize opening 128 in one round of play. At the start of a round of play, the first large prize opening winning ball counter and the second large prize opening winning ball counter are cleared.

[0444] (Step S640-15) 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.

[0445] FIG. 41 is a flowchart illustrating the process of switching the opening and closing of the big prize opening in the main control board 300.

[0446] (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 of the special electric accessory opening / closing switching number (the number of times the special winning opening is opened / closed during one round of play). If it is judged that the counter value is the upper limit, the main CPU 300a ends the special winning opening opening / closing switching process, and if it is judged that the counter value is not the upper limit, the process proceeds to step S641-3.

[0447] (Step S641-3) The main CPU 300a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the energization of the large prize opening solenoid, as well as timer data which is the energization time or de-energization time of the large prize opening solenoid, based on the counter value of the special electric device opening / closing switching count counter.

[0448] (Step S641-5) The main CPU 300a executes a special prize opening solenoid energization control process to start or stop the energization of the special prize opening solenoid based on the solenoid control data extracted in step S641-3 above. By executing this special prize opening solenoid energization control process, the start or stop of energization of the special prize opening solenoid is controlled in steps S400-31 and S400-33 above.

[0449] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 in the special game timer. The timer value saved in the special game timer here is the maximum opening time of the special prize opening once.

[0450] (Step S641-9) The main CPU 300a determines whether the special prize opening solenoid is in the energization start state, i.e., whether the control process to start energizing the special prize opening solenoid has been performed in the above step S641-5. If it is determined that it is in the energization start state, the process proceeds to step S641-11, and if it is determined that it is not in the energization start state, the special prize opening opening open / close switching process is terminated.

[0451] (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.

[0452] 42 is a flowchart illustrating the special prize opening control process in the main control board 300. This special prize opening control process is executed when the special game management phase is "04H" or "08H".

[0453] (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.

[0454] (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.

[0455] (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.

[0456] (Step S650-5) The main CPU 300a determines whether the counter value of the special prize opening ball counter updated in step S500-9 has reached a specified number, i.e., whether the number of game balls equal to the maximum number of wins in one round has entered the special prize opening. If it is determined that the specified number has not been reached, the main CPU 300a terminates the special prize opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.

[0457] (Step S650-7) The main CPU 300a executes a special prize opening closing process required to stop the energization of the special prize opening solenoid and close the special prize opening, thereby bringing the special prize opening into a closed state.

[0458] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.

[0459] (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").

[0460] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command indicating that the special prize opening has been closed in the transmission buffer, and ends the special prize opening opening control process.

[0461] 43 is a flowchart illustrating the special prize opening closure validity process in the main control board 300. This special prize opening closure validity process is executed when the special game management phase is "05H" or "09H".

[0462] (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.

[0463] (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.

[0464] (Step S660-5) The main CPU 300a updates the special game management phase to "07H". Note that if the special game management phase is "05H", that is, during control of the small win game, the number of rounds of the small win game is "1", so the determination in step S660-3 above is YES, and the process does not proceed to this step.

[0465] (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.

[0466] (Step S660-9) The main CPU 300a determines whether the special game management phase is 05H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 05H, the process proceeds to step S660-11. If it is determined that the special game management phase is not 05H, the process proceeds to step S660-25.

[0467] (Step S660-11) The main CPU 300a turns off the valid period flag, which makes it invalid for the gaming ball to enter the specific area 140b thereafter.

[0468] In this embodiment, when the last second major prize opening 128 in the small prize game is opened, the large prize opening closure valid time is set in step S650-9. Here, as an example, when the last second major prize opening 128 is opened in the small prize game, 400 ms is set as the large prize opening closure valid time. The valid period flag is on from the time the last second major prize opening 128 is opened in the small prize game until the 400 ms that is the large prize opening closure valid time has elapsed. Therefore, if a gaming ball enters the specific area 140b between the time the last second major prize opening 128 is opened in the small prize game and the time 400 ms has elapsed, a type 2 jackpot is awarded. On the other hand, entry of a gaming ball into the specific area 140b after 400 ms has elapsed since the last second major prize opening 128 was opened in the small prize game is invalid.

[0469] (Step S660-13) The main CPU 300a sets a predetermined timer value in the special prize opening valid period timer. The special prize opening valid period timer measures the time during which a game ball entering the second special prize opening 128 is considered valid thereafter, and here, as an example, a timer value corresponding to 300 ms is set. The timer value set in the special prize opening valid period timer here is subtracted each time the timer interrupt process is performed in the timer update process (S400-15) described above.

[0470] That is, in this embodiment, entry of a gaming ball into the specific area 140b is valid from the start of opening of the first second large prize opening 128 in a small prize game until 400 ms has elapsed after the completion of opening of the last second large prize opening 128. On the other hand, even after entry of a gaming ball into the specific area 140b becomes invalid, entry of a gaming ball into the second large prize opening 128 is still valid until another 300 ms has elapsed.

[0471] In this embodiment, a gaming ball that enters second large winning opening 128 at approximately the same time as second large winning opening 128 is finally closed reaches specific area detection switch 140s within 400 ms. Therefore, by setting the period from when the final opening of second large winning opening 128 in a small win game is completed until 400 ms has elapsed as the period during which the entry of a gaming ball into specific area 140b is valid, it is possible to prevent the player from suffering any disadvantage.

[0472] Meanwhile, a second large prize opening detection switch 128s is provided within the second large prize opening 128 to detect the entry of a gaming ball into the second large prize opening 128. For example, the second large prize opening detection switch 128s is positioned so that a gaming ball that enters the second large prize opening 128 at approximately the same time as the second large prize opening 128 is finally closed will reach it within 400 ms. In this case, a gaming ball that enters the second large prize opening 128 at approximately the same time as the second large prize opening 128 is finally closed is detected by the second large prize opening detection switch 128s and is considered to be a valid entry. Note that in this embodiment, a configuration is adopted in which the second large prize opening detection switch 128s and the specific area detection switch 140s share a single sensor.

[0473] However, multiple gaming balls may enter second major prize opening 128 at approximately the same time as second major prize opening 128 is finally closed. In this case, if the gaming balls that enter second major prize opening 128 collide with each other, the gaming ball that first enters second major prize opening 128 will be detected by second major prize opening detection switch 128s within 400 ms, but the second and subsequent gaming balls may not be detected by second major prize opening detection switch 128s within 400 ms. In this embodiment, even after the entry of a gaming ball into specific area 140b is invalidated, entry of a gaming ball into second major prize opening 128 remains valid for another 300 ms, so no disadvantage is caused to the player.

[0474] Here, the specific area detection switch 140s and the second large prize opening detection switch 128s are configured to be shared, but if all game balls that enter the second large prize opening 128 during the period when it is easier to win in the specific area 140b enter the specific area 140b, the specific area detection switch 140s and the second large prize opening detection switch 128s may be configured as separate sensors.

[0475] (Step S660-15) The main CPU 300a determines whether the specific area entry flag is on. If it is determined that the specific area entry flag is on, the process proceeds to step S660-17. If it is determined that the specific area entry flag is not on, the process proceeds to step S660-25.

[0476] (Step S660-17) The main CPU 300a turns off the specific area entry flag.

[0477] (Step S660-19) The main CPU 300a sets a predetermined pause time in the special game timer. When the pause time set here has elapsed, the opening of the first big winning port 126, which is the first in the big winning game, is started.

[0478] (Step S660-21) The main CPU 300a checks the type of small winning symbol and sets a predetermined number (counter value corresponding to the type of special symbol = value obtained by subtracting 1 from the number of rounds, i.e., the number of rounds played in a big winning game) as the counter value in the special electric device maximum operation count counter.

[0479] (Step S660-23) The main CPU 300a sets 07H in the special game management phase and ends the big prize opening closure validity processing.

[0480] (Step S660-25) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.

[0481] (Step S660-27) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").

[0482] (Step S660-29) 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.

[0483] 44 is a flowchart illustrating the special prize opening end wait process in the main control board 300. This special prize opening end wait process is executed when the special game management phase is "06H" or "0AH".

[0484] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in the above step S660-25 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.

[0485] (Step S670-3) The main CPU 300a sets the game state and the time-saving end condition after the end of the big win game based on the type of small win symbol, as shown in Figure 14. If the game ball does not enter the specific area 140b in the small win game, that is, if the special game management phase is "06H", the game state is not set in step S670-5. Also, here, based on the small win symbol that triggered the execution of the small win game, a process of setting the variable state after the end of the big win game is also performed.

[0486] (Step S615) The main CPU300a executes the above-mentioned game state change designation command setting process. In the game state change designation command setting process executed in this big prize opening end wait process, the preceding command is A6H.

[0487] (Step S670-5) The main CPU 300a sets in the transmission buffer the number-of-times designation command corresponding to the counter value of each time-saving number-of-times cut-off counter saved in step S670-3.

[0488] (Step S670-7) 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.

[0489] 45 is a diagram illustrating the normal game management phase. As already explained, in the embodiment, the processing related to the normal game triggered by the passage of the game ball through the gate 124 is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such normal game by the normal game management phase.

[0490] As shown in FIG. 45, 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.

[0491] FIG. 46 is a flowchart illustrating the normal game management process (step S700) in the main control board 300.

[0492] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0493] (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.

[0494] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.

[0495] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.

[0496] 47 is a flowchart illustrating the normal symbol change waiting process in the main control board 300. This normal symbol change waiting process is executed when the normal game management phase is "00H".

[0497] (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.

[0498] (Step S710-3) The main CPU 300a transfers the regular symbol reserves (winning random numbers and regular symbol determination random numbers) stored in the first to fourth memory sections of the regular symbol reserve memory area in blocks to the memory section with the next smaller ordinal number. Specifically, the regular symbol reserves stored in the second to fourth memory sections are transferred to the first to third memory sections. The main RAM 300c also has a zeroth memory section to be processed, and the regular symbol reserve stored in the first memory section is transferred to the zeroth memory section. In this regular symbol memory area shift process, the counter value of the regular symbol reserve ball count counter is decremented by "1," and a regular symbol reserve decrement command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.

[0499] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th storage unit, selects a winning determination random number judgment table, and performs a normal symbol lottery. If the result of the normal symbol lottery is a normal symbol loss, it stores the normal symbol loss symbol as the type of normal symbol. Also, if the result of the normal symbol lottery is a normal symbol win, it loads the normal symbol determination random number transferred to the 0th storage unit, selects a normal symbol determination random number judgment table corresponding to the current game state, and determines and stores the type of normal symbol.

[0500] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the type of normal symbol determined in step S710-5.

[0501] (Step S710-9) The main CPU 300a checks the type of the winning normal symbol, and selects and sets the corresponding normal symbol variation time data table.

[0502] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the normal symbol variation time data table set in step S710-9.

[0503] (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.

[0504] (Step S710-15) The main CPU 300a executes a process of setting a normal symbol display symbol counter in order to start the variable display of the normal symbol in the normal symbol display device 168.

[0505] (Step S712) The main CPU 300a executes a state update process at the start of a normal map change. The details of this state update process at the start of a normal map change will be described later.

[0506] (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.

[0507] (Step S710-19) The main CPU 300a sets the normal pattern designation command in the transmission buffer based on the normal pattern stop pattern number determined in step S710-7 above, i.e., the pattern type (normal winning pattern or normal losing pattern) determined by the normal pattern winning determination process.

[0508] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.

[0509] FIG. 48 is a flowchart illustrating the state update process at the start of normal fluctuations in the main control board 300.

[0510] (Step S712-1) The main CPU 300a determines whether the counter value of the time-saving count counter (for normal figures) is greater than 0, that is, whether the remaining number of normal figure fluctuations in the time-saving game state is greater than 0. As a result, if it is determined that the remaining number of normal figure fluctuations is greater than 0, it moves the processing to step S712-3, and if it is determined that the remaining number of normal figure fluctuations is not greater than 0, it ends the state update processing at the start of the normal figure fluctuation.

[0511] (Step S712-3) The main CPU 300a subtracts "1" from the counter value of the time-saving number-of-times-cut counter (for normal play).

[0512] (Step S712-5) In step S712-3, the main CPU 300a determines whether the number of normal map changes has been updated from 1 to 0. As a result, if it is determined that the number of normal map changes has been updated from 1 to 0, the process proceeds to step S712-7, and if it is determined that the number of normal map changes has not been updated from 1 to 0, the normal map change start state update process is terminated.

[0513] (Step S712-7) The main CPU 300a sets the gaming state to the non-time-shortening gaming state.

[0514] (Step S615) The main CPU300a executes the above-mentioned game state change designation command setting process. In the game state change designation command setting process executed in this normal game state change start state update process, the preceding command becomes B5H.

[0515] 49 is a flowchart for explaining the normal symbol variation process in the main control board 300. This normal symbol variation process is executed when the normal game management phase is "01H".

[0516] (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.

[0517] (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.

[0518] (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.

[0519] (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.

[0520] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol is finally stopped and displayed on the normal symbol display 168, and the result of the normal symbol lottery is announced.

[0521] (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.

[0522] (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.

[0523] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.

[0524] 50 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0525] (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.

[0526] (Step S730-3) The main CPU 300a checks the result of the regular lottery.

[0527] (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.

[0528] (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.

[0529] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the time before normal power release in the normal game timer as a timer value.

[0530] (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.

[0531] 51 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".

[0532] (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.

[0533] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.

[0534] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric accessory winning opening opening pre-processing.

[0535] FIG. 52 is a flowchart explaining the normal electric role winning opening / closing switching process in the main control board 300.

[0536] (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.

[0537] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table corresponding to the game state at the start of the normal pattern variation, and extracts solenoid control data (power-on control data or power-off control data) for controlling the power supply to the normal electric role solenoid 122c based on the counter value of the normal electric role opening / closing switching count counter, and timer data which is the power supply time (solenoid power supply time) or power-off time (normal power closing effective time = pause time) of the normal electric role solenoid 122c.

[0538] (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.

[0539] (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.

[0540] (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.

[0541] (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.

[0542] 53 is a flowchart explaining the normal electric device winning opening control process in the main control board 300. This normal electric device winning opening control process is executed when the normal game management phase is "04H".

[0543] (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.

[0544] (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.

[0545] (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.

[0546] (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.

[0547] (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.

[0548] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.

[0549] (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.

[0550] 54 is a flowchart explaining the normal electric device winning hole closing validity processing in the main control board 300. This normal electric device winning hole closing validity processing is executed when the normal game management phase is "05H".

[0551] (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.

[0552] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.

[0553] (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.

[0554] 55 is a flowchart explaining the normal electric device winning port end wait processing in the main control board 300. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".

[0555] (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.

[0556] (Step S770-3) The main CPU 300a determines whether the long opening of the second start opening 122 has ended, that is, whether the auxiliary game based on the winning of the normal symbol L has ended. As a result, if it is determined that the long opening of the second start opening 122 has ended, the process proceeds to step S770-5, and if it is determined that the long opening of the second start opening 122 has not ended, the process proceeds to step S770-11.

[0557] (Step S770-5) The main CPU 300a subtracts "1" from the counter value of the time-saving number-of-times-off counter (for long release).

[0558] (Step S770-7) In the above step S770-5, the main CPU 300a determines whether the number of long openings of the second starting port has been updated from 1 to 0. As a result, if it is determined that the number of long openings of the second starting port has been updated from 1 to 0, the process proceeds to step S770-9, and if it is determined that the number of long openings of the second starting port has not been updated from 1 to 0, the normal electric role winning port end wait process is terminated.

[0559] (Step S770-9) The main CPU 300a sets the gaming state to the non-time-shortening gaming state.

[0560] (Step S615) The main CPU 300a executes the above-mentioned game state change designation command setting process. In the game state change designation command setting process executed in this normal electric accessory winning port end wait process, the preceding command is B6H.

[0561] (Step S770-11) 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.

[0562] As described above, the main control board 300 executes various processes, whereby the special game and the normal game progress, and the gameplay shown in FIG. 17 is realized.

[0563] FIG. 56 is a flowchart illustrating the winning port switch processing (S800) in the main control board 300.

[0564] (Step S800-1) The main CPU 300a determines whether a gaming ball has entered the general winning opening 118. As a result, if it is determined that a gaming ball has entered the general winning opening 118, the process proceeds to step S800-3, and if it is determined that a gaming ball has not entered the general winning opening 118, the process proceeds to step S800-5.

[0565] (Step S800-3) The main CPU 300a updates the prize ball control counter (for the general winning port 118). By updating the prize ball control counter, the payout control board 310 pays out the number of prize balls corresponding to the general winning port 118.

[0566] (Step S800-5) The main CPU 300a determines whether a gaming ball has entered the first start hole 120. As a result, if it is determined that a gaming ball has entered the first start hole 120, the process proceeds to step S800-7, and if it is determined that a gaming ball has not entered the first start hole 120, the process proceeds to step S800-9.

[0567] (Step S800-7) The main CPU 300a updates the prize ball control counter (for the first start port 120). By updating the prize ball control counter, the payout control board 310 pays out the number of prize balls corresponding to the first start port 120.

[0568] (Step S800-9) The main CPU 300a determines whether a gaming ball has entered the second start hole 122. As a result, if it is determined that a gaming ball has entered the second start hole 122, the process proceeds to step S800-11, and if it is determined that a gaming ball has not entered the second start hole 122, the process proceeds to step S800-17.

[0569] (Step S800-11) The main CPU 300a determines whether the current normal game management phase is 03H to 05H. If it is determined that the normal game management phase is 03H to 05H, the process proceeds to step S800-13. If it is determined that the normal game management phase is not 03H to 05H, the process proceeds to step S800-15.

[0570] (Step S800-13) The main CPU 300a updates the prize ball control counter (for the second start port 122). By updating the prize ball control counter, the payout control board 310 pays out the number of prize balls corresponding to the second start port 122.

[0571] (Step S800-15) The main CPU 300a executes a predetermined winning error process. That is, in this case, the entry of the game ball into the second start opening 122 is treated as invalid. However, when the winning error process is executed, in other words, even when the entry of the game ball into the second start opening 122 is treated as invalid, if the number of times it has been treated as invalid within a predetermined period is less than a predetermined number, a predetermined number of prize balls may be paid out, just as when the entry of the game ball into the second start opening 122 is treated as valid.

[0572] (Step S800-17) The main CPU 300a determines whether a gaming ball has entered the first major winning opening 126. As a result, if it is determined that a gaming ball has entered the first major winning opening 126, the process proceeds to step S800-19, and if it is determined that a gaming ball has not entered the first major winning opening 126, the process proceeds to step S800-25.

[0573] (Step S800-19) The main CPU 300a determines whether the current special game management phase is 07H to 09H. If it is determined that the special game management phase is 07H to 09H, the process proceeds to step S800-21. If it is determined that the special game management phase is not 07H to 09H, the process proceeds to step S800-23.

[0574] (Step S800-21) The main CPU 300a updates the prize ball control counter (for the first large prize opening 126). By updating the prize ball control counter, the number of prize balls corresponding to the first large prize opening 126 (here, 15 balls) is paid out by the payout control board 310.

[0575] (Step S800-23) The main CPU 300a executes a predetermined winning error process. That is, in this case, the entry of the gaming ball into the first major winning opening 126 is treated as invalid. However, when the winning error process is executed, in other words, even when the entry of the gaming ball into the first major winning opening 126 is treated as invalid, if the number of times it has been treated as invalid within a predetermined period is less than a predetermined number, a predetermined number of prize balls may be paid out, just as when the entry of the gaming ball into the first major winning opening 126 is treated as valid.

[0576] (Step S800-25) The main CPU 300a determines whether a gaming ball has entered the second major winning opening 128. As a result, if it is determined that a gaming ball has entered the second major winning opening 128, the process proceeds to step S800-27, and if it is determined that a gaming ball has not entered the second major winning opening 128, the winning opening switch process is terminated.

[0577] (Step S800-27) The main CPU 300a determines whether the current special game management phase is 03H to 05H. If it is determined that the special game management phase is 03H to 05H, the process proceeds to step S800-29. If it is determined that the special game management phase is not 03H to 05H, the process proceeds to step S800-31.

[0578] (Step S800-29) The main CPU 300a updates the prize ball control counter (for the second large prize opening 128). By updating the prize ball control counter, the payout control board 310 pays out the number of prize balls (here, one ball) corresponding to the second large prize opening 128.

[0579] (Step S800-31) The main CPU 300a determines whether the special prize slot is currently in its valid period. Here, it determines whether the timer value of the special prize slot valid period timer is greater than 0. If it is determined that the special prize slot is currently in its valid period, the process proceeds to step S800-29, and if it is determined that the timer value is 0, the process proceeds to step S800-33.

[0580] (Step S800-33) The main CPU 300a executes a predetermined winning error process. That is, in this case, the entry of the gaming ball into the second large winning opening 128 is treated as invalid. However, when the winning error process is executed, in other words, even when the entry of the gaming ball into the second large winning opening 128 is treated as invalid, if the number of times it has been treated as invalid within a predetermined period is less than a predetermined number, a predetermined number of prize balls may be paid out, just as when the entry of the gaming ball into the second large winning opening 128 is treated as valid.

[0581] FIG. 57 is a flowchart illustrating the dispensing control management process (S900) in the main control board 300.

[0582] (Step S900-1) When the main CPU 300a detects that a game ball has entered 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, it sends a payout command to the payout control board 310 requesting the payout of prize balls.

[0583] (Step S900-3) The main CPU 300a determines whether a game ball will enter the first big winning opening 126 and whether a prize ball will be paid out. If it is determined that a prize ball will be paid out, the process proceeds to step S900-5, and if it is determined that a prize ball will not be paid out, the process proceeds to step S900-9.

[0584] (Step S900-5) The main CPU 300a adds "1" to the first big winning slot winning ball number counter.

[0585] (Step S900-7) The main CPU 300a sets a first big prize opening ball entry designation command, which indicates that prize balls will be paid out based on the entry of game balls into the first big prize opening 126, in the transmission buffer.

[0586] (Step S900-9) The main CPU 300a determines whether a game ball enters the second large winning opening 128 and whether a prize ball is to be paid out. As a result, if it is determined that a payout is to be made, the process proceeds to step S900-11, and if it is determined that a payout is not to be made, the payout control management process is terminated.

[0587] (Step S900-11) The main CPU 300a adds "1" to the second big winning slot winning ball number counter.

[0588] (Step S900-13) The main CPU 300a determines whether the counter value of the second large prize opening winning ball counter updated in step S900-11 is equal to or less than a specified number. That is, here, it determines whether the entry of the game ball into the second large prize opening 128 is a so-called over-entry. As a result, if it is determined that the counter value is equal to or less than the specified number, it moves on to step S900-15, and if it is determined that the counter value is not equal to or less than the specified number, it ends the payout control management process.

[0589] (Step S900-15) The main CPU 300a sets a second large prize opening ball entry designation command in the transmission buffer, which indicates that prize balls will be paid out based on the game ball entering the second large prize opening 128, and terminates the payout control management process.

[0590] According to the payout control management process described above, when a gaming ball enters the first large prize opening 126 and a prize ball is paid out, regardless of whether the number of gaming balls entering the first large prize opening 126 is equal to or less than the specified number, a command to designate first large prize opening ball entry is sent to the sub-control board 330. In other words, regardless of whether the gaming ball entering the first large prize opening 126 is an over-entry, a command to designate first large prize opening ball entry is sent to the sub-control board 330.

[0591] On the other hand, when a game ball enters the second large prize opening 128 and a prize ball is paid out, a command to designate the ball entering the second large prize opening is sent to the sub-control board 330 only if the number of game balls entering the second large prize opening 128 is less than the specified number, and in the case of an over-entry, the command to designate the ball entering the second large prize opening is not sent to the sub-control board 330.

[0592] As described above, the first large prize opening 126 is a large prize opening for a large prize game that is controlled to open and close during a large prize game, and the second large prize opening 128 is a large prize opening for a small prize game that is controlled to open and close during a small prize game. Therefore, for a game ball entering the large prize opening during a large prize game, a command indicating the game ball entering the large prize opening is sent to the sub-control board 330 regardless of whether it is an over-entry or not, and for a game ball entering the large prize opening during a small prize game, a command indicating the game ball entering the large prize opening is sent to the sub-control board 330 on the condition that it is not an over-entry.

[0593] Furthermore, in this embodiment, when a gaming ball enters the first large prize opening 126, 15 prize balls are paid out for each entering gaming ball. On the other hand, when a gaming ball enters the second large prize opening 128, one prize ball is paid out for each entering gaming ball. Therefore, for a large prize opening with a relatively large number of prize balls, a command indicating the entry of a gaming ball into the large prize opening is sent to the sub-control board 330 regardless of whether or not it is an over-entry, and for a large prize opening with a relatively small number of prize balls, a command indicating the entry of a gaming ball into the large prize opening is sent to the sub-control board 330, provided that it is not an over-entry.

[0594] Here, when a game ball enters the large prize opening, a command to designate ball entry into the large prize opening is sent to the sub-control board 330, but the command to designate ball entry into the large prize opening may also be sent to the sub-control board 330 when the payout of the prize balls is completed.

[0595] FIG. 58 is a diagram illustrating an example of a presentation mode. The sub-control board 330 executes presentations based on various commands sent from the main control board 300. The sub-control board 330 sets a presentation mode based on the game status set by the main control board 300. The presentation mode defines the type of presentation, and presentations are executed in a manner predetermined for each presentation mode. Specifically, a background image and background music are displayed on the main presentation display unit 200a for each presentation mode. Because a different presentation mode is set for each game status, the player can understand the current game status from the background image and background music.

[0596] During the non-time-saving game state, the normal mode shown in (a) of Figure 58 is set. During the normal mode, a special chart change effect is executed each time a special 1 change is executed. In the special chart change effect, the result of the big prize lottery based on the special 1 reserve is suggested. Also, if the game ball enters the specific area 140b during a small prize game and a type 2 big prize is won, a big prize game is executed. During a big prize game, a big prize effect shown in (b) of Figure 58 is executed.

[0597] In the big prize presentation, the first prize presentation is executed every time a gaming ball enters the first big prize opening 126. In the first prize presentation, "+15" is displayed on the main presentation display unit 200a. Specifically, the sub-control board 330 displays "+15" indicating the number of prize balls to be paid out to the player every time it receives a command to designate ball entry into the first big prize opening from the main control board 300.

[0598] In addition, in the big role performance, the second winning performance is executed. In the second winning performance, the total number of winning balls won by the player from the start of the small winning game that is executed when a small winning is won with a special 1 variation (the so-called first winning) in the non-time-saving game state until the time-saving game state is finally ended (the so-called consecutive wins) is announced. Here, as shown in (b) of Figure 58, the total number of winning balls during the consecutive wins is displayed in the lower right of the main performance display section 200a.

[0599] The total number of prize balls displayed in the second winning effect includes prize balls paid out when a game ball enters the first large prize opening 126 and prize balls paid out when a game ball enters the second large prize opening 128. Therefore, prize balls paid out when a game ball enters the general prize opening 118, the first start opening 120, and the second start opening 122 are not counted in the total number of prize balls displayed in the second winning effect. However, prize balls paid out when a game ball enters at least one of the general prize opening 118, the first start opening 120, and the second start opening 122 may be counted in the total number of prize balls displayed in the second winning effect.

[0600] On the sub-control board 330, when a command to designate ball entry into the first large prize slot is received, the counter value of the total prize ball counter, which counts the total number of prize balls, is incremented by "15," and when a command to designate ball entry into the second large prize slot is received, the counter value of the total prize ball counter is incremented by "1." During a large prize game, the counter value of the total prize ball counter updated in this way is displayed, and the total number of prize balls paid out when game balls enter the large prize slot in a small prize game and a large prize game is notified.

[0601] In this embodiment, when the first major prize slot ball entry command and the second major prize slot ball entry command are received, the counter value of the total prize ball number counter is updated regardless of whether the ball is an over-winning ball. In other words, the sub-control board 330 determines the type of the received major prize slot ball entry command and simply updates the total prize ball number counter by "1" or "15" depending on the type.

[0602] As described above, the first large prize slot ball entry command is sent to the sub-control board 330 regardless of whether or not an over-winning has occurred. Therefore, if an over-winning occurs in the first large prize slot 126 during a major prize game, the prize balls paid out as a result of the over-winning are added to the total prize ball counter. On the other hand, the second large prize slot ball entry command is not sent to the sub-control board 330 if an over-winning has occurred. Therefore, even if an over-winning occurs in the second large prize slot 128 during a minor prize game, the number of prize balls paid out as a result of this over-winning is not added to the total prize ball counter.

[0603] In this embodiment, if the game is played properly, the specified number of 10 game balls will always enter the second large prize opening 128 during the small prize game. Also, the number of prize balls for each game ball entering the second large prize opening 128 is "1". In other words, if the game is played properly during the small prize game, 10 prize balls will definitely be paid out.

[0604] Therefore, the total number of prize balls displayed in the second prize presentation includes the number of "10" prize balls that are paid out when a ball enters the second large prize slot 128 during a small prize game, that is, the number of small prize games multiplied by 10. Here, the number of prize balls for each game ball entering the first large prize slot 126 is "15," and the number of prize balls paid out in one small prize game is "10." Therefore, in the second prize presentation, the first digit is basically a convenient number such as "0" or "5."

[0605] On the other hand, if an over-winning occurs in a small prize game and the prize balls for this over-winning are reflected in the total prize ball counter, the first digit will be an odd number such as "1" or "2," which may make the second prize presentation look worse and reduce its effectiveness. Also, in this case, the player may get the impression that the total number of prize balls announced in the second prize presentation reflects the over-winning balls, which may lead the player to suspect that the number of prize balls that can be won if the specified number of game balls enter the large prize slot is smaller.

[0606] In this embodiment, for "15" prize balls, which are relatively large in number and have a good division, the over-winning balls are included in the second prize presentation, while for "1" prize ball, which are relatively small in number and have a bad division, the over-winning balls are not included in the second prize presentation. This makes the total number of prize balls displayed in the second prize presentation look better, reduces the risk of players having the above-mentioned doubts, and prevents a decrease in the presentation effect.

[0607] The first winning effect and the second winning effect may be executed during a small winning game, or may not be executed.

[0608] In addition, at the time of the first win, one big win game is executed, and the game state after the big win game is set to the second time-shortened game state or the third time-shortened game state. When set to the second time-shortened game state, the presentation mode is set to the RUSH mode shown in Figure 58 (c), and when set to the third time-shortened game state, the presentation mode is set to the chance mode shown in Figure 58 (d). As shown in Figure 58 (c) and (d), during the RUSH mode and chance mode, the remaining number of normal game variations is displayed on the main presentation display unit 200a.

[0609] Additionally, during RUSH mode and Chance mode, a normal symbol variation effect is executed each time a normal symbol variation is executed. The normal symbol variation effect indicates the result of the normal symbol lottery, i.e., whether or not the normal symbol L was selected in the normal symbol lottery. When the normal symbol L is selected, a right-hit instruction effect (not shown) is executed to prompt the game ball to enter the second starting slot 122 and the second large prize slot 128. Then, when two rights for the special 2 variation are acquired, the first special 2 variation is executed. At this time, the variation time of the special 2 variation is set to a short time, and the small prize game begins within a short time after the start of the special 2 variation. When the game ball enters the specific area 140b during the small prize game, a type 2 jackpot is awarded, and the large prize effect shown in Figure 58(b) is executed. At this time, the second prize effect displays the total number of prize balls accumulated since the small prize game at the time of the first win.

[0610] Then, when the big role game based on the first special 2 variation of the two rights acquired by the long opening of the second starting port 122 ends, the game state is set based on the type of small winning symbol that was won. However, in this case, since the special 2 reservation is stored, the special 2 variation is immediately executed after the big role game ends, and the small winning game and the big role game are executed again.

[0611] Here, when the game state is set, a game state change designation command is sent from the main control board 300 to the sub-control board 330. The sub-control board 330 can grasp the game state set by the main control board 300 by the game state change designation command. However, as described above, according to the game characteristics of this embodiment in which the right to two special 2 variations is acquired by one long opening, two big role games are executed consecutively. Furthermore, when two big role games are executed consecutively, the game state set after the first big role game is essentially meaningless.

[0612] Nevertheless, for example, if a presentation mode corresponding to the game state set after the first big win is set and a small win is announced immediately thereafter, the presentation effect may be reduced. For example, suppose that after the first big win, the presentation image for the RUSH mode shown in (c) of Figure 58 is displayed for a moment on the main presentation display unit 200a, and immediately thereafter a small win is announced and a right-hit instruction presentation is executed. At this time, if the game state set after the second big win is the third time-saving game state and the presentation mode is set to the chance mode, the player may feel a sense of loss.

[0613] Therefore, in this embodiment, when two big win games are executed consecutively, or more precisely, when a special 2 reserve is stored at the end of the big win game, the right hit instruction effect is started without setting the effect mode. At this time, for example, while the big win effect (for example, the animation displayed in the background and the display of the number of winning balls) continues, the right hit instruction effect is executed in a part of the display area of ​​the main effect display unit 200a. By doing so, the player is given the impression that the two big win games are just one big win game, and the player can be given a special feeling that a large number of winning balls can be won in one big win game.

[0614] In this embodiment, if a special 2 reserve is stored at the end of a big win game, a game state change designation command including a subsequent command of 02H is sent regardless of the game state set after the big win game (see Figure 36). When the sub-control board 330 receives a game state change designation command including a subsequent command of 02H, it determines that a winning streak is in progress, and as described above, continues the big win designation without setting the designation mode, and starts the right-hit instruction designation. This allows the sub-control board 330 to simply execute the designation based on the received game state change designation command, simplifying the design work.

[0615] Also, when the game state after the big win game is set to the first time-saving game state, the presentation mode is set to the add-on mode shown in (e) of Figure 58. The first time-saving game state is a game state in which the player immediately wins the normal symbol L and can acquire the right to two more special 2 variations. In other words, when set to the first time-saving game state, the player can acquire 2,700 prize balls in two more big win games. As shown in (e) of Figure 58, in the add-on mode, the presentation is executed as if the prize balls that can be acquired by the acquired right to the special 2 variation are added on.

[0616] When the presentation mode in the first time-saving game state transitions to the add-on mode, the transition to the add-on mode is announced during the execution of the previous big role game that will transition to the first time-saving game state, and a series of presentations are executed from the previous big role game until the end of the big role game that will end the add-on mode. In the first time-saving game state during the add-on mode, the result of the normal symbol lottery upon passing through gate 124 is displayed, but since the probability of winning the normal symbol L in the first time-saving game state is 1 / 1, unlike the RUSH mode and chance mode, the normal symbol variation presentation that notifies whether the symbols will line up is not prominently executed, and after passing through gate 124, three symbols are displayed in a line up in the corner of the screen for a moment, and an announcement to immediately aim for second starting hole 122 and an announcement to aim for second large winning hole 128 based on the occurrence of a small win are executed by a wipe image or the like.

[0617] As described above, according to this embodiment, when the subsequent command receives a game state change command of 02H, the big prize presentation continues, and when the subsequent command receives a game state change command other than 02H, the presentation mode corresponding to the received command is set. This simplifies the design work while enabling the execution of the optimal presentation suited to the game state.

[0618] As mentioned above, in this embodiment, two big prize games are played consecutively, but for gameplay reasons, a small prize game is always played between the big prize games. If the game is played properly, a type 2 big prize will always be won in the small prize game, but if the execution time of the small prize game is long, the continuity of the big prize game will be interrupted and the interest in the game will decrease. Therefore, it is desirable to keep the time required for the small prize game as short as possible.

[0619] 59 is a diagram illustrating the effective time for closing the large prize opening and the effective period for closing the large prize opening. In a small prize game, when a specified number of game balls enter the second large prize opening 128 or the opening time for the second large prize opening 128 has elapsed for the 10th time, the second large prize opening 128 is closed in step S650-7, and the effective time for closing the large prize opening is set in step S650-9.

[0620] Then, when the special prize opening closure effective time has elapsed, the special prize opening effective period is set in step S660-13, and at the same time, it is determined in step S660-15 whether or not a gaming ball has entered the specific area 140b. If a gaming ball has entered the specific area 140b, a pause time is set in step S660-19, and after the pause time has elapsed, the first round of the special prize game begins.

[0621] 59, in this embodiment, the effective time for closing the large prize opening is 400 ms, and the pause time is 8 ms. Therefore, in this embodiment, the first round of play in the large prize game starts 408 ms after the completion of opening of the last second large prize opening 128 in the small prize game, in other words, after the second large prize opening 128 is finally closed in the small prize game.

[0622] Here, the large prize opening closure effective time of 400 ms is the time required for at least one gaming ball that has entered the second large prize opening 128 to be detected by the specific area detection switch 140s at the same time that the second large prize opening 128 finally closes. Therefore, as described above, if multiple gaming balls enter the second large prize opening 128 at the same time that the second large prize opening 128 finally closes, there is a risk that not all gaming balls will be detected by the second large prize opening detection switch 128s in 400 ms. Therefore, in this embodiment, an additional large prize opening effective period of 300 ms is set after the large prize opening closure effective time, and during this period, the entry of gaming balls into the second large prize opening 128 is valid.

[0623] In conventional gaming machines, the effective time for closing the large prize opening is set to 700 ms, and the period during which the entry of a gaming ball into the specific area 140b is effective is generally made to coincide with the period during which the entry of a gaming ball into the second large prize opening 128 is effective. In this case, the time from the end of the small prize game to the start of the large prize game becomes long, and there is a risk that the game will drag on.

[0624] In this embodiment, the period during which entry of a gaming ball into the specific area 140b is valid is set to be shorter than the period during which entry of a gaming ball into the second large winning opening 128 is valid. After the period during which entry of a gaming ball into the specific area 140b is valid has elapsed, and before the period during which entry of a gaming ball into the second large winning opening 128 is valid ends, the first large winning opening 126 in the big prize game begins to be opened. This shortens the time required for a small prize game, making it possible to prevent a decline in interest in the game.

[0625] (Sub-CPU initialization process of the sub-control board 330) FIG. 60 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330.

[0626] (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.

[0627] (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.

[0628] (Sub-timer interrupt processing of the sub-control board 330) 61 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 a clock pulse, the sub-CPU 330a reads a timer interrupt processing program and starts the sub-timer interrupt processing.

[0629] (Step S1100-1) The sub CPU 330a saves the register.

[0630] (Step S1100-3) The sub CPU 330a performs processing to permit an interrupt.

[0631] (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.

[0632] (Step S1200) The sub-CPU 330a analyzes the commands stored in the receive buffer of the sub-RAM 330c and performs various processes according to the received commands. When a command is transmitted from the main control board 300, the sub-control board 330 performs a command reception interrupt process, and the command transmitted from the main control board 300 is stored in the receive buffer. Here, the command stored in the receive buffer is analyzed by the command reception interrupt process.

[0633] (Step S1100-7) The sub-CPU 330a performs a time schedule management process that refers to a time table and executes a process corresponding to the time stored in the time table. Here, based on the time data set in the time table, various flags are turned on or off or commands are sent to each performance device, thereby controlling the execution of each performance, including variable performances and major role performances.

[0634] (Step S1100-9) The sub CPU 330a restores the register and ends the sub timer interrupt process.

[0635] 62 is a flowchart illustrating the game status change designation command receiving process executed when a game status change designation command is received, which is part of the command analysis process. As described above, the game status change designation command is set in the main control board 300 by the game status change designation command setting process of FIG. 37, and then transmitted to the sub-control board 330 by the sub-command transmission process of step S100-65.

[0636] (Step S1210-1) When the sub-CPU 330a receives the game state change designation command, it first analyzes the subsequent command of the received game state change designation command and determines whether the subsequent command is other than 02H. If it is determined to be other than 02H, it shifts the process to step S1210-3, and if it is determined to be 02H, it shifts the process to step S1210-5.

[0637] (Step S1210-3) The sub-CPU 330a sets a presentation mode based on the received game state change designation command, performs a presentation mode setting process to start a presentation for the set presentation mode, and ends the game state change designation command reception process.

[0638] (Step S1210-5) The sub-CPU 330a executes a performance continuation process for continuing the current performance (big role performance), and ends the game state change designation command reception process. Note that, here, a predetermined right-hit instruction performance may be started.

[0639] 63 is a flowchart explaining the special prize entrance ball entry command reception process executed when a special prize entrance ball entry command is received, part of the command analysis process. As described above, the special prize entrance ball entry command is set in the main control board 300 in step S900-7 or step S900-15 of the payout control management process in FIG. 57, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65.

[0640] (Step S1220-1) The sub-CPU 330a analyzes the received command to designate ball entry into the large prize slot, and performs a first prize performance execution process to execute the first prize performance based on the received command. Here, when the command to designate ball entry into the large prize slot is received, "+15" is displayed, and when the command to designate ball entry into the large prize slot is received, "+1" is displayed.

[0641] (Step S1220-3) The sub-CPU 330a updates the total prize ball number counter.

[0642] (Step S1220-5) The sub-CPU 330a executes the second winning effect and ends the big winning hole ball entry designation command reception process. Here, the counter value of the total winning ball number counter updated in the above step S1220-3 is displayed on the main effect display unit 200a.

[0643] (Main control board CPU peripheral configuration) 64 is a diagram illustrating the electrical connections around the main CPU 300a. Here, a microprocessor based on a Z80-series CPU and sold by LETech is used as the main CPU 300a. The main CPU 300a includes a CPU core 400 and a bus controller 402. The CPU core 400 controls the bus controller 402 via a bus control signal (Bus Cont) output from the BC terminal, and reads data from the main ROM 300b, the main RAM 300c, or the input / output unit 404, or writes data to the main RAM 300c or the input / output unit 404.

[0644] For example, when reading data from the main ROM 300b, the main RAM 300c, or the input / output unit 404, the bus controller 402 outputs a 16-bit address (A

[16] ) signal, identifies either the main ROM 300b, the main RAM 300c, or the input / output unit 404 through the decoders 406a, 406b, 406c, and controls the read (RD) signal to read a data (D[8]) signal from the main ROM 300b, the main RAM 300c, or the input / output unit 404. Furthermore, when writing data to the main RAM 300c or the input / output unit 404, the bus controller 402 outputs an address (A

[16] ) signal and a data (D[8]) signal, identifies either the main RAM 300c or the input / output unit 404 through decoders 406b and 406c, and controls the write (WR) signal to write the data (D[8]) signal to the main RAM 300c or the input / output unit 404.

[0645] In the main CPU 300a of this embodiment, as described with reference to FIG. 5, the address space of the input / output unit 404 is integrated with the address spaces of the main ROM 300b and the main RAM 300c. Therefore, instead of the conventional memory request (MREQ) terminal and I / O request (IORQ) terminal that output signals for specifying whether to access the memory or the I / O, access to the memory and the input / output unit is performed using the common RD and WR signals. This allows the I / O space, which was previously provided independently from the memory space, to be integrated into the memory space as a single address space, allowing access using either commands based on the memory-mapped I / O method for handling the memory space or commands based on the I / O-mapped I / O method for handling the I / O space. This increases the degree of freedom in program development.

[0646] In addition, external signals such as an interrupt / wait (INT / WAIT) signal that triggers the start of interrupt processing, a non-maskable interrupt (NMI) signal that allows interrupt processing to be executed with the highest priority, and a bus request (BUSREQ) signal that can transition a bus signal to high impedance are also input to the CPU core 400. Such interrupt processing includes the power-off save processing S300 shown in Fig. 22 and the timer interrupt processing S400 shown in Fig. 23.

[0647] 65 is a block diagram showing the internal configuration of the CPU core 400. The CPU core 400 includes an external input unit 410, a state control unit 412, a central control unit 414, a register unit 416, and an arithmetic logic unit (ALU) 418. The external input unit 410 receives an external signal and outputs control information based on the external signal to the state control unit 412 and the central control unit 414.

[0648] The state control unit 412 manages and transitions the internal states (RESET, instruction fetch, instruction decode, operation, memory load, memory store, HALT, etc.) to determine the operating state of the CPU core 400, and outputs control information based on the internal states to the central control unit 414.

[0649] The central control unit 414 extracts an opcode (instruction) from the input data (DI[8]) input via the bus controller 402, and controls the ALU 418 based on the command decoded by the instruction decoder. The central control unit 414 also obtains necessary information from each register of the register unit 416 and updates each register based on the decoded command.

[0650] The register unit 416 includes selector ports 422a, 422b, and 422c, an input bank selector 424, a first register bank 426, a second register bank 428, an output bank selector 430, an address port 432, and individual registers 434. The individual registers 434 include a 16-bit program counter (PC) that indicates the address of the program to be executed next, an 8-bit interrupt (I) register that is used in interrupt mode, an 8-bit refresh (R) register that counts the opcode fetch cycle, and an 8-bit interrupt enable (IFF) register that controls whether interrupts are enabled or disabled.

[0651] In addition, the register unit 416 is associated with a random number generator (not shown) for obtaining various random number values ​​related to the big role lottery (jackpot determination random number, winning pattern random number, reach group determination random number, reach mode determination random number, variation pattern random number, win determination random number), and the latched random number values ​​are obtained via the input ports (FE73h to FE9Ch).

[0652] 66 is a diagram explaining the register configuration. Both the first register bank 426 and the second register bank 428 are provided with 8-bit registers (Q, U, A, F, B, C, D, E, H, L) and 16-bit registers (IX, IY, SP). The registers in the first register bank 426 and the second register bank 428 are divided into front registers and back registers. The main CPU 300a can only access the front registers of the register bank indicated by the register bank designation register RB in the F register, and cannot access the back registers.

[0653] Of the registers shown in Figure 66, the Q register is an 8-bit dedicated register with expansion specifications for gaming machines. This Q register is fixed at F0h and is used to access the main RAM 300c from F000h to F0FFh. The U register is an 8-bit dedicated register with expansion specifications for gaming machines. This U register is fixed at FEh and is used to access internal devices (timers, random number generators, multipliers, dividers, external input / output circuits, etc.) connected to the input / output unit 404 from FE00h to FEFFh. The multiplier connected to the input / output unit 404 can perform 16-bit x 16-bit multiplication, and the divider can perform 32-bit ÷ 32-bit division (32-bit divider). The A register is an 8-bit accumulator used for arithmetic processing and data transfer. The F register is an 8-bit flag register that holds various calculation results. As shown in Figure 66, from the most significant bit (MSB) to the least significant bit (LSB), the bits of the F register are: S is a sign flag that is set to 1 when the calculation result is negative; Z is a zero flag (first zero flag) that is set to 1 when all bits are 0; TZ is a specific bit flag (second zero flag) for the gaming machine expansion specifications that is set to 1 (changes value) when all bits are 0 by executing a data transfer instruction (LD; load); H is a half-carry flag that cannot be controlled by the programmer; RB is a register bank monitor that indicates the current register bank (first register bank 426 = 0, second register bank 428 = 1); P / V is a parity overflow flag; N is an addition / subtraction flag that cannot be controlled by the programmer; and C is a carry flag that is set to 1 when a carry or borrow occurs as a result of the calculation. The F register and the A register form a pair register AF.

[0654] The B, C, D, E, H, and L registers are 8-bit general-purpose registers that form 16-bit pair registers BC, DE, and HL, each with a predetermined combination. The IX and IY registers are 16-bit dedicated registers for index addressing. The SP (stack pointer) register is 16-bit and stores the address used as the stack pointer. The Q', A', F', B', C', D', E', H', L', IX', and IY' registers are back registers whose data (contents) can be exchanged with the front registers (Q, A, F, B, C, D, E, H, L, IX, and IY) by an exchange instruction. The A' and F' registers form pair register AF', the B' and C' registers form pair register BC', the D' and E' registers form pair register DE', and the H' and L' registers form pair register HL'. Either the back register or the front register is selected and used by a swap instruction, etc. On the other hand, register U and register SP are single registers that do not have a back register. In this way, the back register functions as a stack area for the front register when an interrupt occurs.

[0655] In this embodiment, by adopting the main CPU 300a described above, the number of commands can be reduced and the command size can be shortened compared to conventional CPUs (old CPUs), making it possible to compress the storage capacity required for programs. This makes it possible to add other functions, thereby increasing the flexibility of program development. Furthermore, by reducing the number of commands, shortening the operation cycle for each command, and increasing processing speed, it is possible to shorten the processing time (for example, to one-third the time) compared to conventional CPUs, even when performing the same processing content as conventional CPUs.

[0656] (Processing on the main control board 300) As described above, after power-on, the main CPU 300a performs the CPU initialization process (S100) shown in Figures 19 and 20. Then, the main CPU 300a sets the timer interrupt period (S100-57), and thereafter repeats the main loop process. In the main loop process, the main CPU 300a first prohibits interrupts (step S100-59), performs all necessary processes such as updating the initial value update random number for the winning symbol random number, and then permits interrupts (step S100-69). If an interrupt process occurs while the main loop process is being executed, the main CPU 300a executes the interrupt process after permitting interrupts in the main loop process.

[0657] 20, the main CPU 300a disables interrupts with an interrupt disable command "DI," executes a predetermined process, then enables interrupts with an interrupt enable command "EI," and jumps to the start address of the main loop process with the command "JP" written next. Note that the interrupt enable command "EI" does not immediately enable interrupts upon execution, but rather enables interrupts after the next command is executed. Therefore, the interrupt process is executed after the command "JP" following the interrupt enable command "EI" in the main loop process is executed, i.e., after moving to the start of the main loop process, but before the interrupt disable command "DI" in the main loop process is executed.

[0658] In the main loop processing, the main CPU 300a does not execute other processes that use registers outside the series of processes from interrupt disable to interrupt enable in steps S100-59 to S100-69, i.e., between enabling an interrupt and disabling it. This is for the following reason. If another process that uses a register were executed outside the series of processes in steps S100-59 to S100-69, some result would be generated by that process and the value would be stored in the register. However, because interrupts are enabled at this timing, there is a risk that another interrupt process might be executed. In this case, the register value resulting from the process outside the series of processes in steps S100-59 to S100-69 would be overwritten by the other interrupt process. To prevent such overwriting, the main CPU 300a must save the register value at the time the interrupt occurred. A register save command, even the general-purpose register exchange command "EXX," requires a byte size of one byte. Therefore, the main CPU 300a performs all but a portion of the processing required in the main loop processing within a series of processing steps S100-59 to S100-69 in which interrupts are prohibited. This eliminates the need to add save commands, thereby reducing the storage capacity accordingly.

[0659] To avoid the need to add register save commands, it is preferable to perform all of the processing required for the main loop within the series of steps S100-59 to S100-69, where interrupts are disabled. However, as described above, if there is no command between enabling and disabling interrupts (i.e., if the enable command "EI" and the disable command "DI" are written consecutively), interrupts will be disabled at the timing when they are enabled, making it impossible to execute any interrupt processing. Therefore, the "JP" command, which repeats the series of processing, is written outside the series of processing from the disable to enable of interrupts in steps S100-59 to S100-69. This "JP" command does not use registers, i.e., it does not require register saving. Therefore, even if an interrupt processing is executed, there is no problem of register values ​​being rewritten. This makes it possible to set the interrupt timing for interrupt processing while avoiding the need to add register save commands.

[0660] The other interrupt processes include, for example, the timer interrupt process S400 shown in Fig. 23 and the power-off save process S300 shown in Fig. 22. The timer interrupt process S400 has a higher priority than the power-off save process S300.

[0661] In the timer interrupt processing S400, the main CPU 300a first disables interrupts (step S400-3), as shown in Figure 23, and then enables interrupts after executing all necessary processing, such as dynamic port output processing (step S400-35). Note that, for convenience of explanation, an example is given here in which processing to disable interrupts is performed at the start of the timer interrupt processing S400 (execution of the interrupt disable command "DI"); however, since the interrupt processing is designed to automatically disable other interrupts when it is executed, the processing to disable interrupts (description of the interrupt disable command "DI") can actually be omitted. Therefore, while interrupts are disabled by the timer interrupt processing S400, the power-off save processing S300 cannot interrupt and start processing. Note that in the timer interrupt processing S400, multiple interrupts are prohibited, so once interrupts are prohibited by the interrupt prohibit command "DI," the interrupt prohibition state is maintained until the interrupt processing ends (until the return command "RETI" is executed). Therefore, the interrupt enable command "EI" may be written anywhere in the interrupt processing, and regardless of the position where it is written, it only functions when the timer interrupt processing S400 ends. Also, as described above, the interrupt enable command "EI" is a command that allows an interrupt after the next command is executed. Therefore, other interrupt processing is executed after the return command "RETI" after the interrupt enable command "EI" is executed, that is, after returning to the main loop processing and immediately before the command "DI" in the main loop processing is executed.

[0662] In the power-off save process S300, the main CPU 300a first disables interrupts (step S300-2) and performs necessary processing, such as checking a power-off warning signal, as shown in FIG. 22. However, if the main CPU 300a determines that a power-off warning signal has not been detected (NO in step S300-5), it restores the register and enables interrupts (step S300-9). If the main CPU 300a determines that a power-off warning signal has been detected, it performs necessary processing, such as output port clear processing, and then enables interrupts through the CPU initialization process S100 (step S100-69). Note that, for convenience of explanation, the above description uses an example in which interrupts are disabled at the start of the power-off save process S300 (execution of the interrupt disable command "DI"). However, because the execution of an interrupt process automatically disables other interrupts, the interrupt disable process can actually be omitted. In the power-off save process S300, once interrupts are disabled, the interrupt disabled state is maintained until the interrupt process is completed (until the return command "RETI" is executed). Therefore, the interrupt enable command "EI" may be written anywhere in the interrupt process, and regardless of the position, it only functions when the power-off save process S300 is completed. Also, as described above, the interrupt enable command "EI" is a command that enables interrupts after the next command is executed. Therefore, other interrupt processes are executed after the return command "RETI" after the interrupt enable command "EI" is executed, that is, after returning to the main loop process and immediately before the command "DI" in the main loop process is executed.

[0663] Figure 67 is a timing chart for explaining the operation of the main CPU. Figure 67 illustrates a conventional main CPU as a comparative example. For ease of explanation, the conventional main CPU will be referred to as the "old CPU." The old CPU has a large number of commands, long command sizes, and a low processing speed, so the main loop processing takes, for example, 0.2 msec, the timer interrupt processing S400 takes, for example, 3 msec, and the power-off save processing S300 takes, for example, 2 msec. It is assumed that the timer interrupt processing S400 is executed at a cycle of 4 msec.

[0664] After executing the CPU initialization process (S100), the old CPU repeats, for example, the main loop process, as shown in FIG. 67. Because the old CPU disables interrupts at the start of the main loop process (DI), it does not execute other interrupt processes until it enables interrupts at the end of the main loop process (EI). Therefore, the old CPU does not immediately execute timer interrupt process S400 even when the 4 msec interrupt period arrives (a), but starts timer interrupt process S400 at the end of the main loop process (b). Because the old CPU disables interrupts at the start of timer interrupt process S400 (DI), it does not execute other interrupt processes until it enables interrupts at the end of timer interrupt process S400 (EI). The old CPU repeats the main loop process again from the end of timer interrupt process S400 (c).

[0665] Now, let's say that a power outage occurs at time (d) while the timer interrupt processing S400 is being executed. However, because the old CPU inhibits interrupts at the start of the timer interrupt processing S400 (DI), it does not execute other interrupt processing until it permits interrupts at the end of the timer interrupt processing S400 (EI). Therefore, even at time (d) when the power outage occurs, the old CPU does not execute the power outage save processing S300, and enters a state of waiting for interrupt permission.

[0666] Here, because interrupts are permitted upon completion of the timer interrupt processing S400, the old CPU starts the power-off save processing S300 at time (e) without waiting for the main loop processing to finish. This means that even if a power outage occurs while the timer interrupt processing S400 is being executed, the power-off save processing S300 can be started no later than the 3 msec required for the timer interrupt processing S400. Therefore, the old CPU must ensure a total of 5 msec, consisting of the 3 msec required for the timer interrupt processing S400 and the 2 msec required for the power-off save processing S300, between the time the power is turned off and the time the power-off save processing S300 is completed.

[0667] Figure 68 is a timing chart for explaining the operation of the main CPU 300a. Figure 68 illustrates the main CPU 300a of this embodiment. Unlike the previous CPU, the main CPU 300a of this embodiment has a smaller number of commands, a shorter command size, and a higher processing speed, so the processing time is approximately 1 / 3 of the previous CPU. For example, the main loop processing time is only 0.1 msec, the timer interrupt processing S400 processing time is only 1.3 msec, and the power-off save processing S300 processing time is only 0.7 msec. It is assumed that the timer interrupt processing S400 is executed at a 4 msec cycle.

[0668] After executing CPU initialization processing (S100), the main CPU 300a repeats, for example, main loop processing as shown in FIG. 68. Because the main CPU 300a disables interrupts at the start of the main loop processing (DI), it does not execute other interrupt processing until it enables interrupts at the end of the main loop processing (EI). Therefore, the main CPU 300a does not immediately execute timer interrupt processing S400 even at the time (a) when the 4 msec interrupt period arrives, but starts timer interrupt processing S400 at the time (b) when the main loop processing ends. Because the main CPU 300a disables interrupts at the start of timer interrupt processing S400 (DI), it does not execute other interrupt processing until it enables interrupts at the end of timer interrupt processing S400 (EI). The main CPU 300a repeats the main loop processing again from the time (c) when the timer interrupt processing S400 ends. However, in the example of Figure 68, the timer interrupt processing S400 takes only 1.3 msec, so the free time until the next timer interrupt processing S400 is longer, and the time for the main loop processing itself is also shorter, so the number of repetitions of the main loop processing executed between the timer interrupt processing S400 and the next timer interrupt processing S400 is more than in the example of Figure 67.

[0669] Now, let's assume that a power outage occurs at time (d) while the timer interrupt process S400 is being executed. However, since the main CPU 300a inhibits interrupts at the start of the timer interrupt process S400 (DI), it does not execute other interrupt processes until it permits interrupts at the end of the timer interrupt process S400 (EI). Therefore, even at time (d) when the power outage occurs, the main CPU 300a does not execute the power outage save process S300, and enters a state of waiting for permission to interrupt.

[0670] Here, because interrupts are permitted upon completion of the timer interrupt processing S400, the main CPU 300a can start the power-off save processing S300 at time (e) without waiting for the execution of the main loop processing. Therefore, even if a power outage occurs while the timer interrupt processing S400 is being executed, the power-off save processing S300 can be started at the latest after the 1.3 msec required for the timer interrupt processing S400. In the example of FIG. 68, the timer interrupt processing S400 requires only 1.3 msec, and the power-off save processing S300 requires only 0.7 msec. Therefore, as in the example of FIG. 67, if 5 msec is secured as the time from when the power is turned off until the power-off save processing S300 is completed, the main CPU 300a still has time to execute other processes.

[0671] Therefore, after executing the timer interrupt processing S400, the main CPU 300a further executes the main loop processing before starting the power-off save processing S300, thereby reducing the storage capacity for the processing that allows interrupts in the timer interrupt processing S400 (processing of S400-35 in Figure 23).

[0672] Figure 69 is a timing chart for explaining the operation of the main CPU 300a. Figure 69 illustrates the main CPU 300a of this embodiment. Here, as in Figure 68, the processing time for the main loop processing is, for example, only 0.1 msec, the processing time for the timer interrupt processing S400 is, for example, only 1.3 msec (to be precise, shorter than the example in Figure 68 by the operation cycle of the interrupt permission command "EI"), and the processing time for the power-off save processing S300 is, for example, only 0.7 msec. It is assumed that the timer interrupt processing S400 is executed at a cycle of 4 msec.

[0673] After executing the CPU initialization process (S100), the main CPU 300a repeats, for example, the main loop process as shown in FIG. 69. Because the main CPU 300a disables interrupts at the start of the main loop process (DI), it does not execute other interrupt processes until it enables interrupts at the end of the main loop process (EI). Therefore, the main CPU 300a does not immediately execute the timer interrupt process S400 even at the time (a) when the 4 msec interrupt period arrives, but starts the timer interrupt process S400 at the time (b) when the main loop process ends. Because the main CPU 300a disables interrupts at the start of the timer interrupt process S400 (DI), it does not execute other interrupt processes. The main CPU 300a repeats the main loop process again from the time (c) when the timer interrupt process S400 ends. Note that although interrupts are disabled in the timer interrupt process S400, this only applies to interrupt processes, and does not disable execution of the main loop process. Therefore, the main CPU 300a can start the main loop process upon completion of the timer interrupt process S400.

[0674] Here, let us assume that a power outage occurs at time (d) while the timer interrupt processing S400 is being executed. However, the main CPU 300a does not execute other interrupt processing because interrupts are disabled (DI) at the start of the timer interrupt processing S400. Also, in the example of FIG. 69, since interrupts are not permitted in the timer interrupt processing S400, the timer interrupt disabled state is maintained even after the timer interrupt processing S400 ends. Therefore, the main CPU 300a does not execute the power outage save processing S300 not only at time (d) when the power outage occurs, but also at time (e) when the timer interrupt processing S400 ends.

[0675] The main CPU 300a repeats the main loop processing again from the point (e) when the timer interrupt processing S400 ends. The main CPU 300a disables interrupts (DI) when the main loop processing starts, and enables interrupts (EI) when the main loop processing ends. This makes it possible to execute the power-off save processing S300 when the main loop processing ends. Therefore, the main CPU 300a was unable to execute the power-off save processing S300 when the timer interrupt processing S400 ended (e), but can start the power-off save processing S300 when the main loop processing ends (f).

[0676] Here, because interrupts are permitted at the end of the main loop processing, the main CPU 300a can start the power-off save processing S300 at time (f). Therefore, even if a power outage occurs while the timer interrupt processing S400 is being executed, the power-off save processing S300 can be started at the latest after a total of 1.4 msec, which is the sum of the 1.3 msec required for the timer interrupt processing S400 and the 0.1 msec required for the main loop processing. In the examp...

Claims

[Claim 1] A gaming machine equipped with a main control means for controlling the progress of a game, The main control means A main loop process that repeats predetermined processing; A timer interrupt process triggered by the arrival of a predetermined period; a power-off interrupt process triggered by the occurrence of a power-off; is executable, transitioning to an interrupt disabled state in which other interrupt processes are disabled at the start of the timer interrupt process, and terminating the timer interrupt process without releasing the interrupt disabled state during the timer interrupt process; After the timer interrupt processing is completed, the main loop processing is started with the interrupt disabled state, and the interrupt disabled state is released during the main loop processing to complete the main loop processing; The gaming machine is configured to allow execution of a power-off interrupt process based on the interrupt prohibition state being released in the main loop process.

Citation Information

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