Gaming machine
The gaming machine addresses player disadvantage by using a gaming board with multiple start ports and special symbol mechanisms to enhance game variability and winning opportunities, improving player experience.
Patent Information
- Application Number
- JP2024110564
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-09
- Publication Date
- 2026-01-22
AI Technical Summary
Existing gaming machines may disadvantage players by forcibly terminating changing patterns, which can lead to unfavorable game outcomes.
The gaming machine incorporates a gaming board with multiple start ports, movable elements, and special symbol determination mechanisms to control game states and execute various prize opening and closing games, along with pre-reading effects, reducing the likelihood of player disadvantage.
This design reduces the possibility of player disadvantage by enhancing game variability and offering multiple opportunities for winning, thereby improving player experience.
Smart Images

Figure 2026010593000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Patent Document 1 discloses a gaming machine in which two types of games can be played, and if one game results in a win, the other game is forced to result in a loss. Patent Document 2 discloses a gaming machine equipped with a lever that can be operated by a player, and in which the start and end of the variable symbol display can be switched by operating the lever. Patent Documents 3 and 4 disclose gaming machines that stop the variable symbol display when a gaming ball enters a predetermined portion provided in the gaming area of the gaming machine while a variable symbol is displayed as a losing symbol. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-17920 [Patent Document 2] Japanese Patent Application Publication No. 2018-187200 [Patent Document 3] Japanese Patent Application Laid-Open No. 2016-116569 [Patent Document 4] Japanese Patent Application Publication No. 2024-30857 Summary of the Invention [Problem to be solved by the invention]
[0004] As described above, by forcibly terminating the display of changing patterns, redundant effects can be cut out, but depending on the specifications of the gaming machine, forcibly terminating the display of changing patterns may cause disadvantages to the player.
[0005] An object of the present invention is to provide a gaming machine that can reduce the possibility of a disadvantage being incurred by a player. [Means for solving the problem]
[0006] In order to solve the above problems, the gaming machine of the present invention includes a gaming board having a gaming area formed therein through which gaming balls flow down; a start port provided in the gaming area, including a first start port and a second start port; a movable means capable of displacing the start port to a state that makes it easy for gaming balls to enter the second start port; a specific operation port provided in the gaming area through which gaming balls can enter; a first large prize opening opening / closing game execution means for executing a first large prize opening opening / closing game in which a first large prize opening provided in the gaming area is opened or closed based on the entry of the gaming ball into the specific operation port; an entry area provided in the gaming area through which gaming balls can enter; a normal game execution means for determining one of a plurality of normal symbols including at least a normal winning symbol on the condition that a gaming ball enters the second starting hole, and for executing a normal game in which the movable means is displaced to a state in which the gaming ball can easily enter the second starting hole when the normal winning symbol is stopped and displayed on the normal symbol display section; a predetermined information storage means for acquiring predetermined information based on the gaming ball entering the first starting hole and storing it in a storage section; a special symbol determination means for determining one of a plurality of special symbols including a special winning symbol and a special losing symbol based on the predetermined information; and a special symbol display section. a second large prize opening opening / closing game execution means for executing a second large prize opening opening / closing game in which a second large prize opening provided in the game area is opened and closed based on the stopped display of the special winning symbol; a game state setting means for setting the game state to a first game state or a second game state in which it is easier for a game ball to enter the second starting opening than in the first game state; and a variable table of the symbol executed based on any of the predetermined information stored in the memory unit. and a pre-reading effect execution means for executing a pre-reading effect in which a predetermined effect is executed during each of the target and pre-target variations, wherein, in the first game state, when the first large prize opening / closing game is executed during the variable display of the patterns, the predetermined special pattern is stopped and displayed on the special pattern display section based on the execution of the first large prize opening / closing game, and the pre-reading effect includes a first pre-reading effect and a second pre-reading effect,The predictive performance execution means is characterized in that, in the first game state, when the first large prize opening / closing game is executed during the variable display of the pattern, the predictive performance execution means can end the first predictive performance and continue the second predictive performance based on the execution of the first large prize opening / closing game. [Effects of the Invention]
[0007] According to the present invention, the possibility of a disadvantage being incurred by a player can be reduced. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a perspective view of a gaming machine according to a first embodiment, showing a state in which a door is open. [Figure 2] 1 is a front view of a gaming machine according to a first embodiment. [Figure 3] A diagram for explaining the second large prize slot in the first embodiment. [Figure 4] 3 is a block diagram showing the internal configuration of a control means for controlling the progress of a game in the first embodiment. FIG. [Figure 5] 3 is an address map of a memory area used by a main CPU according to the first embodiment. [Figure 6] FIG. 10 is a diagram illustrating a special jackpot determination random number judgment table for the first embodiment. [Figure 7] FIG. 10 is a diagram illustrating the special 2 jackpot determination random number judgment table according to the first embodiment. [Figure 8] FIG. 10 is a diagram illustrating a winning symbol random number determination table according to the first embodiment. [Figure 9] FIG. 10 is a diagram illustrating a reach group determination random number determination table according to the first embodiment. [Figure 10] FIG. 10 is a diagram illustrating a reach mode determination random number judgment table according to the first embodiment. [Figure 11] FIG. 10 is a diagram illustrating a fluctuation pattern random number determination table according to the first embodiment. [Figure 12] FIG. 10 is a diagram illustrating a variable time determination table according to the first embodiment. [Figure 13] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table according to the first embodiment. [Figure 14] 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 15] FIG. 10 is a diagram illustrating a game status setting table for setting the game status after the end of a major role game in the first embodiment. [Figure 16] (a) is a diagram explaining the random number judgment table for determining normal winning symbols, (b) is a diagram explaining the random number judgment table for determining normal symbols for non-time-saving game states, and (c) is a diagram explaining the random number judgment table for determining normal symbols for time-saving game states. [Figure 17] 10A is a diagram illustrating a normal symbol fluctuation time data table, and FIG. 10B is a diagram illustrating an opening / closing control pattern table. [Figure 18] FIG. 2 is a diagram illustrating a gaming machine status flag according to the first embodiment. [Figure 19] 10 is a first flowchart illustrating a CPU initialization process in the main control board according to the first embodiment. [Figure 20] 10 is a second flowchart illustrating the CPU initialization process in the main control board according to the first embodiment. [Figure 21] 10 is a flowchart illustrating a sub-command group set process in the main control board according to the first embodiment. [Figure 22] 10 is a flowchart illustrating a power-off save process in the main control board according to the first embodiment. [Figure 23] 5 is a flowchart illustrating a timer interrupt process in the main control board according to the first embodiment. [Figure 24] 4 is a flowchart illustrating setting-related processing in the main control board according to the first embodiment. [Figure 25] 10 is a flowchart illustrating a switch management process in the main control board according to the first embodiment. [Figure 26] 10 is a flowchart illustrating gate passage processing in the main control board according to the first embodiment. [Figure 27] 10 is a flowchart illustrating the first starting port passing process in the main control board according to the first embodiment. [Figure 28] 10 is a flowchart illustrating the second starting port passing process in the main control board according to the first embodiment. [Figure 29] 10 is a flowchart illustrating a special pattern random number acquisition process in the main control board according to the first embodiment. [Figure 30] 10 is a flowchart illustrating a process for determining performance upon acquisition in the main control board according to the first embodiment. [Figure 31] 10 is a flowchart illustrating a specific area passing process in the main control board 300 according to the first embodiment. [Figure 32] 10 is a flowchart illustrating the special power operation port passing process in the main control board according to the first embodiment. [Figure 33] FIG. 10 is a diagram illustrating a special game management phase according to the first embodiment. [Figure 34] 10 is a flowchart illustrating a special game management process in the main control board according to the first embodiment. [Figure 35] 10 is a flowchart illustrating a special symbol change waiting process in the main control board according to the first embodiment. [Figure 36] 10 is a flowchart illustrating a special symbol winning determination process in the main control board according to the first embodiment. [Figure 37] 10 is a flowchart illustrating the special symbol variable number determination process in the main control board according to the first embodiment. [Figure 38] 10 is a flowchart illustrating processing during special symbol fluctuation in the main control board according to the first embodiment. [Figure 39] 10 is a flowchart illustrating a special symbol stop symbol display process in the main control board according to the first embodiment. [Figure 40] 10 is a flowchart illustrating a variable state update process in the main control board according to the first embodiment. [Figure 41]10 is a flowchart explaining the processing before opening the large prize opening in the main control board in the first embodiment. [Figure 42] 10 is a flowchart illustrating the process of switching the opening and closing of the large prize opening in the main control board according to the first embodiment. [Figure 43] 10 is a flowchart illustrating the control process for opening the large prize opening in the main control board according to the first embodiment. [Figure 44] 10 is a flowchart illustrating the process of validating the closing of the large prize opening in the main control board according to the first embodiment. [Figure 45] 10 is a flowchart explaining the large prize opening end wait processing in the main control board in the first embodiment. [Figure 46] FIG. 10 is a diagram illustrating the normal game management phase according to the first embodiment. [Figure 47] 10 is a flowchart illustrating the normal game management process in the main control board according to the first embodiment. [Figure 48] 10 is a flowchart illustrating the normal symbol change waiting process in the main control board according to the first embodiment. [Figure 49] 10 is a flowchart illustrating the processing during normal pattern fluctuation in the main control board according to the first embodiment. [Figure 50] 10 is a flowchart illustrating the normal symbol stop symbol display process in the main control board according to the first embodiment. [Figure 51] This is a flowchart explaining the pre-opening processing of the normal electric device winning opening on the main control board in the first embodiment. [Figure 52] 10 is a flowchart explaining the normal electric device prize opening / closing switching process in the main control board in the first embodiment. [Figure 53] 10 is a flowchart explaining the control process for opening the winning slot of a normal electric device in the main control board according to the first embodiment. [Figure 54] 10 is a flowchart explaining the normal electric device prize opening closure validity processing in the main control board in the first embodiment. [Figure 55]This is a flowchart explaining the waiting process for the end of the normal electric device winning slot in the main control board in the first embodiment. [Figure 56] FIG. 10 is a diagram illustrating an example of a variation presentation of a no-reach variation pattern according to the first embodiment. [Figure 57] FIG. 10 is a diagram illustrating an example of a variation presentation of a normal reach variation pattern according to the first embodiment. [Figure 58] FIG. 10 is a diagram illustrating an example of the change presentation of the advanced reach change pattern when a miss occurs in the first embodiment. [Figure 59] FIG. 10 is a diagram illustrating an example of the change presentation of the development reach change pattern at the time of a jackpot in the first embodiment. [Figure 60] FIG. 10 is a diagram illustrating an example of a variable presentation when the reach development presentation according to the first embodiment is executed twice. [Figure 61] FIG. 10 is a diagram illustrating an example of a variation effect of a pseudo-continuous reach variation pattern according to the first embodiment. [Figure 62] FIG. 10 is a diagram illustrating a variable performance determination table according to the first embodiment. [Figure 63] A figure explaining an example of a hold display presentation in the first embodiment. [Figure 64] (a) is a diagram explaining the final hold display pattern determination table, and (b) is a diagram explaining the previous hold display pattern determination table. [Figure 65] FIG. 10 is a diagram illustrating an example of a preview presentation according to the first embodiment. [Figure 66] FIG. 10 is a diagram illustrating a pre-reading preview performance determination table according to the first embodiment. [Figure 67] FIG. 10 is a first diagram illustrating an example of a blackout effect according to the first embodiment. [Figure 68] FIG. 10 is a diagram illustrating an example of a super-hot standby effect according to the first embodiment. [Figure 69] 10 is a flowchart illustrating a sub-CPU initialization process in the sub-control board according to the first embodiment. [Figure 70]10 is a flowchart illustrating a sub-timer interrupt process in the sub-control board according to the first embodiment. [Figure 71] 10 is a flowchart illustrating a read-ahead designation command reception process in the sub-control board according to the first embodiment. [Figure 72] 10 is a flowchart illustrating a variable command receiving process in the sub-control board according to the first embodiment. [Figure 73] 10 is a flowchart illustrating an opening designation command reception process in the sub-control board according to the first embodiment. [Figure 74] 10 is a flowchart illustrating the special chart stop designation command reception processing in the sub-control board according to the first embodiment. [Figure 75] FIG. 10 is a front view of a gaming machine according to a second embodiment. 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 these 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, the mechanical and electrical configurations of the gaming machine in the first embodiment and the specific processing on each board will be explained. Next, specific effects that can be executed in the first embodiment and specific processing related to those effects will be explained. After that, the configurations of the second, third, and fourth embodiments of the present invention that differ from the first embodiment will be specifically explained.
[0011] <First Example> 1 is a perspective view of a gaming machine 100 according to a first embodiment, showing the door in an open state. As shown in the figure, the gaming machine 100 includes an outer frame 102 having four sides arranged in a substantially rectangular shape to form an enclosed space, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be able to open and close freely, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be able to open and close freely.
[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] 2 is a front view of the gaming machine 100 according to the first embodiment. As shown in this figure, an operating handle 112 that protrudes from the front side of the gaming machine 100 is provided at the bottom of the front frame 106. This operating handle 112 is provided so that it can be rotated by a player, and when the player rotates the operating handle 112 to perform a firing operation, a gaming ball is fired by a firing mechanism (not shown) with a strength that corresponds to the rotation angle of the operating handle 112. The gaming ball thus fired rises between rails 114a and 114b provided on the gaming board 108 and is guided to a playing area 116.
[0014] 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.
[0015] 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.
[0016] In addition, the gaming area 116 is provided with a general prize entry opening 118, a first start opening 120, a second start opening 122, and a special electric activation opening 129 through which gaming balls can enter. When a gaming ball enters these general prize entry opening 118, first start opening 120, second start opening 122, and special electric activation opening 129, 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 each of the general prize entry opening 118, first start opening 120, second start opening 122, and special electric activation opening 129 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 gaming ball enters the first start opening 120 to be less than the number of prize balls paid out when a gaming ball enters the second start opening 122.
[0017] As will be described in detail later, a first starting area is provided within the first starting hole 120, and a second starting area is provided within the second starting hole 122. When a gaming ball enters the first starting hole 120 or the second starting hole 122 and enters the first starting area or the second starting area, a lottery is held to determine one of a plurality of pre-defined special symbols. Each special symbol is associated with various gaming benefits, such as whether or not a player can execute a major or minor winning game advantageous to the player, and the type of gaming state the player will be in after that. Therefore, when a gaming ball enters the first starting hole 120 or the second starting hole 122, the player not only acquires a predetermined prize ball, but also has the opportunity to acquire the right to receive various gaming benefits.
[0018] In addition, a special electric activation area is provided within the special electric activation port 129. Then, when a gaming ball enters the special electric activation port 129 and enters the special electric activation area, a small jackpot game advantageous to the player is executed. Therefore, when a gaming ball enters the special electric activation port 129, the player not only acquires a predetermined prize ball but also acquires an opportunity to play a small jackpot game.
[0019] As mentioned above, the small win game may be executed based on the determination of a special symbol, or may be executed based on the entry of a gaming ball into the special electric operation port 129. Hereinafter, the small win game executed based on the entry of a gaming ball into the special electric operation port 129 may be referred to as a specific small win game.
[0020] The first starting port 120 is located at the bottom of the game area 116 and is either capable of receiving only game balls flowing down the first game area 116a, or is located at a position where game balls that have entered the first game area 116a can enter more easily than game balls that have entered the second game area 116b.
[0021] The second starting opening 122 is located in the second game area 116b, and is either capable of receiving only game balls flowing down the second game area 116b, or is positioned so that game balls that have entered the second game area 116b can enter more easily than game balls that have entered the first game area 116a. The second starting opening 122 is configured as a variable starting opening (variable starting winning device) having a movable piece 122b, and the ease with which game balls can enter the second starting opening 122 can be varied.
[0022] Specifically, second start opening 122 is provided with a movable piece 122b that can be opened and closed, and when this movable piece 122b is in a closed state, it is impossible or difficult for game balls to enter second start opening 122. Note that the specific configuration of second start opening 122 is not particularly limited, but here, movable piece 122b is recessed into the back side of game board 108 in the closed state, and protrudes into the front side of game board 108 in the open state. In the closed state with movable piece 122b recessed, second start opening 122 is closed, and game balls flow down the front side of second start opening 122.
[0023] In contrast, when a gaming ball passes through the gate 124 provided in the second gaming area 116b, it is determined whether or not to execute an auxiliary game in which the second start opening 122 is opened, and if it is determined that an auxiliary game is executed, the auxiliary game is executed in which the opening and closing of the second start opening 122 is controlled. More specifically, on the condition that the gaming ball has passed through the gate 124, a lottery for a normal symbol, which will be described later, is held, and if a winning combination is won in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.
[0024] In the open state in which the movable piece 122b protrudes, game balls flowing down the front side of the second starting opening 122 fall onto the movable piece 122b. The game balls that fall onto the movable piece 122b are guided by the movable piece 122b and led to the second starting opening 122. In this way, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray that leads the game balls to the second starting opening 122, making it easier for the game balls to enter the second starting opening 122.
[0025] In addition, the special electric activation port 129 is located in the second game area 116b, and is either capable of being entered by game balls flowing down the second game area 116b, or is positioned so that game balls that have entered the second game area 116b can enter more easily than game balls that have entered the first game area 116a. In addition, if it is impossible or difficult for balls to enter the second start port 122, which is located upstream of the special electric activation port 129 in the second game area 116b, or the first large prize port 126 and second large prize port 128 described below, most (approximately 98%) of the game balls launched into the second game area 116b will flow down toward the special electric activation port 129, and it is designed to make it easy to play by aiming for the ball to enter the special electric activation port 129.
[0026] Furthermore, the game area 116 is provided with a first major prize opening 126 and a second major prize opening 128. The first major prize opening 126 and the second major prize opening 128 are arranged at positions where at least game balls flowing down the second game area 116b can enter.
[0027] An opening / closing door 126b is provided at the first large prize opening 126 so that it can be opened and closed, and normally the opening / closing door 126b closes the first large prize opening 126, making it impossible for game balls to enter the first large prize opening 126. In contrast, when the specific small prize game described above is executed, the opening / closing door 126b opens and functions as a tray, making it possible for game balls to enter the first large prize opening 126. When a game ball enters the first large prize opening 126, a predetermined number of prize balls are paid out to the player.
[0028] Additionally, the second large prize opening 128 is provided with a movable piece 128b that can be opened and closed. Normally, the movable piece 128b closes the second large prize opening 128, preventing game balls from entering the second large prize opening 128. In contrast, when the aforementioned small prize game or large prize game is executed, the movable piece 128b opens and functions as a tray, allowing game balls to enter the second large prize opening 128. When a game ball enters the second large prize opening 128, a predetermined prize ball is paid out to the player. Note that the first large prize opening 126 and the second large prize opening 128 are collectively referred to simply as the large prize openings. A large prize area is provided in the large prize opening, and when a game ball enters the large prize area, a predetermined prize ball is paid out. In other words, it can be said that the large prize area is opened and closed during the large prize game or small prize game.
[0029] 3 is a diagram illustrating the second large prize opening 128 according to the first embodiment. A structure 128a that protrudes from the front side of the game board 108 is provided in the second game area 116b. An opening is formed in the top of this structure 128a, and this opening serves as the second large prize opening 128. A movable piece 128b is provided on the top of the structure 128a, and as shown in FIG. 3(a), the movable piece 128b is normally maintained in a closed state in which it closes the second large prize opening 128.
[0030] The movable piece 128b protrudes into the game area 116, where game balls roll and flow down, so as to face above the gaming machine 100. Therefore, when the movable piece 128b is maintained in the closed state, game balls flowing down the game area 116 (second game area 116b) fall onto the movable piece 128b. Here, the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, a game ball that has fallen onto the movable piece 128b rolls slowly from right to left on the movable piece 128b, as shown by the arrow in FIG. 3(a).
[0031] When a small win game or a big win game, which will be described later, is executed, the movable piece 128b transitions to an open state in which the second large prize opening 128 is opened. Here, as shown in FIGS. 3(a) and 3(b), 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 a non-energized 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, as shown in FIG. 3(b), and the second large prize opening 128 is opened. Thus, when the second large prize opening 128 is opened, a gaming ball enters the second large prize opening 128.
[0032] Then, a lead-out path 128d is provided inside second large winning opening 128, and second large winning opening 128 is inclined so that a gaming ball that enters second large winning opening 128 is led to lead-out path 128d. Then, lead-out path 128d is provided with specific area 140 and non-specific area 141, which are made up of holes through which gaming balls can pass, and is configured so that a gaming ball that enters second large winning opening 128 passes through either specific area 140 or non-specific area 141 and is discharged to the back side of gaming board 108.
[0033] The second large prize opening 128 is provided with a movable member 142 that opens and closes the specific area 140 and the non-specific area 141. The movable member 142 is movable (slidable) to switch between a state in which a gaming ball can enter the specific area 140 and a state in which a gaming ball cannot enter the specific area 140. More specifically, when the movable member 142 is displaced to the position shown in FIG. 3(c), the non-specific area 141 is blocked by the movable member 142, allowing the gaming ball to pass through the specific area 140. On the other hand, when the movable member 142 is displaced to the position shown in FIG. 3(d), the specific area 140 is blocked by the movable member 142, allowing the gaming ball to pass through the non-specific area 141. As will be described in more detail later, when a gaming ball enters the specific area 140 during a small prize game, a jackpot (type 2 jackpot) is awarded, and the major prize game described above is started.
[0034] Returning to Figure 2, at the bottom of the game area 116, there is an outlet 130 that discharges game balls that do not enter any of the general winning opening 118, the first starting opening 120, the second starting opening 122, the first large winning opening 126, the second large winning opening 128, or the special electric activation opening 129 from the game area 116 to the back side of the game board 108.
[0035] The gaming machine 100 is equipped with a performance display device 200 consisting of a liquid crystal display device, a performance prop device 202 consisting of a movable device, a performance lighting device 204 consisting of a lamp that can be controlled to various lighting modes and emission colors, an audio output device 206 consisting of a speaker, and a performance button 208 that accepts player operation, as performance devices that perform performances while the game is in progress.
[0036] The effect display device 200 includes a main effect display unit 200a and a sub-effect display unit 201a, each of which is made up of an image display unit that displays images. The main effect display unit 200a is located approximately in the center of the gaming board 108 and is visible from the front side of the gaming machine 100. As shown in the figure, the main effect display unit 200a displays effect symbols 210a, 210b, and 210c in a variable manner, and a variable effect is executed in which the result of the big role lottery is notified to the player depending on the stop display mode of each of these effect symbols 210a, 210b, and 210c. The sub-effect display unit 201a is located above the main effect display unit 200a and displays auxiliary effect images during the variable effect.
[0037] The performance device 202 is positioned in front of the main performance display section 200a and is normally retracted to the rear side of the game board 108, but when the above-mentioned performance patterns 210a, 210b, 210c are being displayed in a changing manner, it moves to the front of the main performance display section 200a, giving the player a sense of anticipation of a big win.
[0038] The effect lighting device 204 is provided on the effect gimmick device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main effect display section 200a.
[0039] The sound output device 206 is provided at the upper position of the front frame 106 or at the lowermost position of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images displayed on the main performance display section 200a.
[0040] 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.
[0041] The cross key 209 is composed of four buttons, an up button, a down button, a left button, and a right button, which are pressed by the player, and is provided near the effect button 208. The effect button 208 and the cross key 209 may also be used when making various settings.
[0042] In the figure, reference numeral 132 denotes an upper tray to which prize balls paid out from the gaming machine 100 and game balls dispensed from the game ball dispenser are guided, and when this upper tray 132 is full of game balls, the game balls are guided to a lower tray 134. A ball ejection hole (not shown) is formed in the bottom surface of this lower tray 134 to eject game balls from the lower tray 134. This ball ejection hole is normally closed by an opening / closing plate (not shown), but by pushing in a ball ejection knob 134a, the opening / closing plate slides together with the ball ejection knob 134a, making it possible to eject game balls from the ball ejection hole to below the lower tray 134.
[0043] In addition, the game board 108 is provided with a first special symbol display 160, a second special symbol display 162, a first special symbol reserved display 164, a second special symbol reserved display 166, a normal symbol display 168, a normal symbol reserved display 170, and a right-hit notification display 172 at positions outside the game area 116 and visible to the player. Each of these displays 160 to 172 is a device for displaying various situations related to the game, and details thereof will be described later.
[0044] (Internal configuration of control means) FIG. 4 is a block diagram showing the internal configuration of the control means for controlling the progress of the game according to the first embodiment.
[0045] The main control board 300 controls the basic operations of the game. This main control board 300 is equipped with a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads out programs stored in the main ROM 300b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device and display, or sends commands to other boards depending on the results of the arithmetic processing. The main RAM 300c functions as a data work area during arithmetic processing by the main CPU 300a.
[0046] The gaming machine 100 of the first embodiment is broadly divided into a special game that is started when a gaming ball enters the first start hole 120 or the second start hole 122, and a normal game that is started when a gaming ball passes through the gate 124. The main ROM 300b of the main control board 300 stores various programs for progressing the special game and the normal game, as well as data and tables required for various games.
[0047] The main control board 300 is provided with a general winning opening detection switch 118s for detecting that a gaming ball has entered the general winning opening 118, a first starting opening detection switch 120s for detecting that a gaming ball has entered the first starting opening 120, a second starting opening detection switch 122s for detecting that a gaming ball has entered the second starting opening 122, a gate detection switch 124s for detecting that a gaming ball has passed through the gate 124, a first special winning opening detection switch 125s for detecting that a gaming ball has entered the first special winning opening 126, and a second special winning opening detection switch 126s for detecting that a gaming ball has entered the first special winning opening 127. 6s, a second large prize opening detection switch 128s that detects when a game ball enters the second large prize opening 128, a special electric operation opening detection switch 129s that detects when a game ball enters the special electric operation opening 129, a specific area detection switch 140s that detects when a game ball enters the specific area 140, and an out ball detection switch 130s that detects when a game ball is ejected from the game area 116 are connected, and detection signals are input from each of these detection switches to the main control board 300.
[0048] A junction passage is provided on the back of the game board 108, and game balls that enter the general winning opening 118, the first starting opening 120, the second starting opening 122, the first large winning opening 126, the second large winning opening 128, and the special electric activation opening 129 and game balls that are guided to the back side from the discharge opening 130 join together in the junction passage and are guided to the equipment of the game parlor. An out ball detection switch 130s is provided in the junction passage, and all game balls that are discharged from the game area 116, in other words, all game balls that are shot into the game area 116, are detected by the out ball detection switch 130s.
[0049] In addition, the main control board 300 is connected to a normal electric device solenoid 122c that operates the movable piece 122b of the second starting opening 122, a first large prize opening solenoid 126c that operates the opening and closing door 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 within the second large prize opening 128, and the main control board 300 is configured to control 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 140.
[0050] Furthermore, the main control board 300 is connected to a first special pattern display 160, a second special pattern display 162, a first special pattern reserved display 164, a second special pattern reserved display 166, a normal pattern display 168, a normal pattern reserved display 170, and a right-hit notification display 172, and the display of each of these displays is controlled by the main control board 300.
[0051] In addition, the gaming machine 100 is provided with multiple abnormality detection sensors 174 that detect possible abnormalities or fraud, such as a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and a door open sensor that detects the open state of the middle frame 104 or the front frame 106, and is configured so that an abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0052] Furthermore, a setting change switch 180s is provided on the back of the gaming board 108. The setting change switch 180s is configured to be accessible with a dedicated key. When the setting change switch 180s is turned on, it becomes possible to change and check the setting values. As will be described in detail later, in the gaming machine 100 of the first embodiment, one of six setting values with different degrees of advantage is stored as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value.
[0053] A RAM clear button is provided on the back of the game board 108 so that it can be pressed, and pressing of this RAM clear button is detected by a RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. If a RAM clear operation signal is input from the RAM clear switch 182s when the power is turned on, the main CPU 300a clears the main RAM 300c.
[0054] A performance display monitor 184 is provided on the back of the game board 108. The main control board 300 causes the performance display monitor 184 to display registered setting values and base ratios.
[0055] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.
[0056] The payout control board 310 controls the firing of game balls and the payout of prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 so that it can communicate bidirectionally. A game information output terminal board 312 is connected to this payout control board 310, and various information on the progress of the game output from the main control board 300 is output to the hall computer of the gaming parlor via the payout control board 310 and the game information output terminal board 312.
[0057] A payout motor 314 is connected to the payout control board 310 to pay out the game balls stored in the storage section to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout number designation command sent from the main control board 300 to control the motor 314 to pay out a predetermined number of prize balls to the player. At this time, the number of paid out game balls is detected by a payout ball counting switch 316s, and it is possible to determine whether the prize balls that should have been paid out have been paid out to the player.
[0058] Also connected to the payout control board 310 is a tray full detection switch 318s that detects the full state of the lower tray 134. This tray full detection switch 318s is provided in a passage that leads game balls paid out as prize balls to the lower tray 134, and a game ball detection signal is input to the payout control board 310 every time a game ball passes through the passage.
[0059] Then, when a predetermined amount or more of game balls are accumulated in the lower tray 134 and it reaches a full state, game balls accumulate in the passage leading to the lower tray 134, and game ball detection signals are continuously input from the tray full detection switch 318s to the payout control board 310. When the payout control board 310 receives game ball detection signals continuously for a predetermined period of time, it determines that the lower tray 134 is in a full state, and sends a tray full command to the main control board 300. On the other hand, when the continuous input of game ball detection signals stops after sending the tray full command, it determines that the full state has been released, and sends a tray full release command to the main control board 300.
[0060] A launch control circuit 320 is also connected to the payout control board 310 so as to be able to communicate bidirectionally. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes launch. A touch sensor 112s, which is provided on the operating handle 112 and detects when a player touches the operating handle 112, and an operation volume 112a, which detects the operating angle of the operating handle 112, are connected to the launch control circuit 320. When signals are input from the touch sensor 112s and the operation volume 112a, the launch control circuit 320 controls the energization of a launch solenoid 112c provided on the gaming ball launcher to launch the gaming ball.
[0061] The sub-control board 330 mainly controls various effects during game play, standby, etc. The sub-control board 330 is equipped with a sub-CPU 330a, sub-ROM 330b, sub-RAM 330c, and RTC 330d, and is connected to the main control board 300 so that communication can be performed in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out programs stored in the sub-ROM 330b and performs arithmetic processing based on commands transmitted from the main control board 300, input signals from a timer, etc., and also controls the execution of effects. At this time, the sub-RAM 330c functions as a data work area during arithmetic processing by the sub-CPU 330a.
[0062] Specifically, the sub-control board 330 controls image display to display images on the main performance display unit 200a and the sub performance display unit 201a. The sub-ROM 330b stores a large number of various image data to be displayed on the main performance display unit 200a and the sub performance display unit 201a, and the sub-CPU 330a reads the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display on the main performance display unit 200a and the sub performance display unit 201a.
[0063] The sub-control board 330 also controls the movement of the stage prop device 202 and the lighting of the stage lighting device 204, as well as controls the audio output to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from a stage button detection switch 208s that detects that the stage button 208 has been pressed, and a cross key detection switch 209s that detects that the cross key 209 has been pressed, the sub-control board 330 performs a predetermined process.
[0064] Each board is connected to a power supply board (not shown), and power is supplied to each board from a commercial power source via the power supply board. The power supply board is also provided with a backup power supply consisting of a capacitor. The RTC 330d provided on the sub-control board 330 receives power from the backup power supply and keeps track of the current time.
[0065] Fig. 5 is an address map of the memory area used by the main CPU 300a according to the first embodiment. 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 and a memory area (F000H to F3FFH) allocated to the main RAM 300c.
[0066] The memory area of the main ROM 300b is divided into a used area (0000H to 1A7AH) that stores programs and data for controlling the progress of the game, and an unused area (2000H to 2BFFH) that is an area other than the used area and stores programs and data for performing processes for conducting tests specified in the gaming machine regulations and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184).
[0067] The used area of the main ROM 300b includes a program area (0000H-0A89H) for storing programs for controlling the progress of games, an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH) for storing data other than programs. Note that the used area may not include the unused area (0A8AH-0FFFH).
[0068] The unused area of the main ROM 300b includes a program area (2000H to 27FFH) that stores programs for executing processes for conducting tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) that stores data other than these programs.
[0069] In addition to the used area and unused area, the memory area of the main ROM 300b also includes an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) in which arbitrary data such as the program title and version is stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) in which information necessary for the main CPU 300a to execute a program is stored.
[0070] The memory area of the main RAM 300c is divided into a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an unused area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processing for performing tests specified in the gaming machine regulations or processing for displaying the performance display monitor 184 is being executed.
[0071] The used area of the main RAM 300c includes a work area (F000H-F12AH) that is temporarily used when a program for controlling the progress of a game is being executed, an unused area (F12BH-F1D7H), and a stack area (F1D8H-F1FFH) that temporarily saves data while a program for controlling the progress of a game is being executed. Note that the used area may not include the unused area (F12BH-F1D7H).
[0072] The unused area of the main RAM 300c includes a work area (F210H to F21FH) that is temporarily used when programs for processing tests stipulated in gaming machine regulations and for displaying the performance display monitor 184 are being executed, and a stack area (F220H to F228H) that temporarily stores data when these programs are being executed.
[0073] In addition to the used area and unused area, the memory area of the main RAM 300c also includes an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0074] In this way, the main ROM 300b and the main RAM 300c are provided with separate areas: a used area used to control the progress of the game, and a non-used area used to execute processes for conducting tests stipulated by gaming machine regulations and for controlling the display of the performance display monitor 184.
[0075] In the main RAM 300c, a 16-byte unused area (F200H-F20FH) is provided between the used area and the unused area. This unused area (F200H-F20FH) is set as a boundary area that separates the used area and the unused area, making the boundary between the used area and the unused area clear and preventing the unused area from being used when a program for controlling the progress of a game is being executed, and preventing the used area from being used when a program for performing a test specified by the gaming machine regulations or a program for performing a display control of the performance display monitor 184 is being executed.
[0076] The unused area between the used area and the unused area only needs to be at least 1 byte, and from the viewpoint of preventing fraud, it is preferable that it be 4 bytes or more, and more preferably 16 bytes or more. Furthermore, writing and reading of data into the unused area is prohibited, but from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.
[0077] Next, the game in the gaming machine 100 of the first embodiment will be explained together with the various tables stored in the main ROM 300b.
[0078] As mentioned above, the gaming machine 100 of the first embodiment is a machine in which two types of games, special games and normal games, proceed in parallel, and when these two games are proceeding, the game proceeds in either a non-time-saving game state or a time-saving game state.
[0079] 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 the gaming ball is less likely 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 the gaming ball is more likely to enter the second starting hole 122. The initial state of the gaming machine 100 is set to the non-time-shortening gaming state.
[0080] When a player operates the operating handle 112 to launch a gaming ball into the gaming area 116 and the gaming ball flowing down the gaming area 116 enters the first starting port 120 or the second starting port 122, a lottery (hereinafter referred to as a "big prize lottery") is held to determine whether or not the player will receive a gaming profit. If a big prize or a small prize is won in this big prize lottery, the second big prize opening 128 is opened and a big prize game or a small prize game is executed in which a gaming ball can enter the second big prize opening 128. In addition, the gaming state after the big prize game ends is set to one of the above gaming states. The big prize lottery method will be described below.
[0081] As will be described in detail later, when a gaming ball enters the first start opening 120 or the second start opening 122, various random number values related to the big prize lottery (jackpot determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variable pattern random number) are obtained, and these random number values are stored in a special symbol reserve memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the first start opening 120 will be collectively referred to as the special 1 reserve, and the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the second start opening 122 will be collectively referred to as the special 2 reserve. When a gaming ball enters the special electric operation opening 129, the first big prize opening 126 is opened and a specific small prize game is executed in which the gaming ball can enter the first big prize opening 126 without the big prize lottery being held.
[0082] The special symbol reservation memory area of the main RAM 300c includes a first special symbol reservation memory area and a second special symbol reservation memory area. The first special symbol reservation memory area has four memory sections (first to fourth memory sections), and the second special symbol reservation memory area has one memory section (first memory section). When a gaming ball enters the first starting hole 120, the special symbol 1 reservation is stored in order from the first memory section of the first special symbol reservation memory area, and when a gaming ball enters the second starting hole 122, the special symbol 2 reservation is stored in the first memory section of the second special symbol reservation memory area.
[0083] For example, when a gaming ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage units of the first special chart reservation storage area, a special 1 reservation is stored in the first storage unit. Also, for example, if a gaming ball enters the first starting hole 120 in a state where a special 1 reservation is stored in the first to third storage units, a special 1 reservation is stored in the fourth storage unit.
[0084] However, the number of special 1 reserves (X1) that can be stored in the first special chart reserve memory area is set to 4, and 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 gaming ball enters the first starting hole 120, if four special 1 reserves are already stored in the first special chart reserve memory area, no new special 1 reserve will be stored by the entry of the gaming ball into the first starting hole 120. Similarly, when a gaming ball enters the second starting hole 122, if one special 2 reserve is already stored in the second special chart reserve memory area, no new special 2 reserve will be stored by the entry of the gaming ball into the second starting hole 122.
[0085] 6 is a diagram illustrating the special jackpot determining random number judgment table according to the first embodiment. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one jackpot determining random number is obtained from the range of 0 to 65535. Then, when the big win lottery starts, that is, when the big win determination is made, a jackpot determining random number judgment table is selected according to the game state, and the big win lottery is made using the selected jackpot determining random number judgment table and the obtained jackpot determining random number.
[0086] When starting a lottery for a special 1 reserved prize, a special 1 jackpot determination random number judgment table is referenced. Here, in the first embodiment, six levels of setting values with different degrees of advantage are provided, and a special 1 jackpot determination random number judgment table is provided for each setting value. During play, the setting value is set to one of the six levels, and the lottery for a special 1 jackpot is performed by referring to the special 1 jackpot determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).
[0087] When the setting value is set to 1 (registered setting value = 1), the lottery for the big prize is performed by referring to the special 1 jackpot determination random number judgment table a shown in Figure 6 (a). According to this special 1 jackpot determination random number judgment table a, if the jackpot determination random number is 10001 to 10205, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the probability of a jackpot in this case is approximately 1 / 319.6.
[0088] When the setting value is set to 2 (registered setting value = 2), the lottery for the big prize is performed by referring to the special 1 jackpot determination random number judgment table b shown in Figure 6 (b). According to this special 1 jackpot determination random number judgment table b, if the jackpot determination random number is between 10001 and 10210, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the probability of a jackpot in this case is approximately 1 / 312.0.
[0089] When the setting value is set to 3 (registered setting value = 3), the lottery for the big prize is performed by referring to the special 1 jackpot determination random number judgment table c shown in Figure 6 (c). According to this special 1 jackpot determination random number judgment table c, if the jackpot determination random number is 10001 to 10215, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the probability of a jackpot in this case is approximately 1 / 304.8.
[0090] When the setting value is set to 4 (registered setting value = 4), the lottery for the big prize is performed by referring to the special 1 jackpot determination random number judgment table d shown in Figure 6 (d). According to this special 1 jackpot determination random number judgment table d, if the jackpot determination random number is 10001 to 10220, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the probability of a jackpot in this case is approximately 1 / 297.8.
[0091] When the setting value is set to 5 (registered setting value = 5), the lottery for the big prize is performed by referring to the special 1 jackpot determination random number judgment table e shown in Figure 6 (e). According to this special 1 jackpot determination random number judgment table e, if the jackpot determination random number is 10001 to 10225, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the probability of a jackpot in this case is approximately 1 / 291.2.
[0092] When the setting value is set to 6 (registered setting value = 6), the lottery for the big prize is performed by referring to the special 1 jackpot determination random number judgment table f shown in Figure 6 (f). According to this special 1 jackpot determination random number judgment table f, if the jackpot determination random number is between 10001 and 10230, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the probability of a jackpot in this case is approximately 1 / 284.9.
[0093] 7 is a diagram illustrating the special 2 jackpot determination random number judgment table according to the first embodiment. When starting a lottery for a special 2 reserved jackpot, the special 2 jackpot determination random number judgment table is referenced. The special 2 jackpot determination random number judgment table is also provided for each set value, just like the special 1 jackpot determination random number judgment table.
[0094] When the setting value is set to 1 (registered setting value = 1), the big prize lottery is performed by referring to the special 2 jackpot determination random number judgment table a shown in Figure 7 (a). According to this special 2 jackpot determination random number judgment table a, if the jackpot determination random number is 10001 to 10205, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a small jackpot. Therefore, in this case, the jackpot probability is approximately 1 / 319.6, and the small jackpot probability is approximately 1 / 1.
[0095] Similarly, when the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big prize lottery is performed by referring to the special 2 jackpot determination random number judgment tables b to f shown in Figures 7(b) to (f). According to these special 2 jackpot determination random number judgment tables b to f, a jackpot is determined when the jackpot determination random number is the value shown. Therefore, when the setting value is 2 to 6, the jackpot probability is approximately 1 / 312.0 to 1 / 284.9, respectively, and the small jackpot probability is approximately 1 / 1.
[0096] As described above, the big prize lottery is conducted according to the registered setting value. At this time, the probability of winning the jackpot differs according to the registered setting value, and when the registered setting value is large, it is easier to win the jackpot than when it is small. Note that here, a registered setting value is provided and the probability of winning the jackpot differs depending on the registered setting value, but the registered setting value is not essential.
[0097] FIG. 8 is a diagram illustrating a winning symbol random number determination table according to the first embodiment. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from the range of 0 to 99. When the result of the major role lottery determines whether a "big win" or a "small win" is obtained, the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table. At this time, if a "big win" is won by the special 1 reserve, the special 1 winning symbol random number determination table a is selected, as shown in FIG. 8(a). Also, if a "big win" is won by the special 2 reserve, the special 2 winning symbol random number determination table b is selected, as shown in FIG. 8(b). If a "small win" is won by the special 2 reserve, the special 2 winning symbol random number determination table c is selected, as shown in FIG. 8(c). In the following, the special pattern determined by the winning pattern random number, i.e., the special pattern determined when a big win determination result is obtained, will be called the big win pattern, the special pattern determined when a small win determination result is obtained will be called the small win pattern, and the special pattern determined when a loss determination result is obtained will be called the loss pattern.
[0098] According to the special 1 winning symbol random number determination table a shown in Fig. 8(a) and the special 2 winning symbol random number determination table b shown in Fig. 8(b), the type of special symbol (big winning symbol) is determined according to the value of the acquired winning symbol random number, as shown in the figure. Also, according to the special 2 winning symbol random number determination table c shown in Fig. 8(c), the type of special symbol (small winning symbol) is determined to be special symbol a, as shown in the figure, regardless of the value of the acquired winning symbol random number.
[0099] On the other hand, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 1 reservation, the special pattern X is determined as the missing pattern without drawing a lottery.
[0100] In other words, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "big win" or a "small win," and is not referenced when the result of the big role lottery is a "miss." Here, different jackpot 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 jackpot symbol may be determined in both tables, or the type of special symbol (jackpot symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.
[0101] Here, the selection ratio of the big win symbol and the small win symbol is common to all setting values, but either one or both of the big win symbol and the small win symbol may be made different for each setting value.
[0102] FIG. 9 is a diagram illustrating a reach group determination random number judgment table according to the first embodiment. Multiple reach group determination random number judgment tables are provided, and a preset table is selected depending on the reserved type, reserved number, game status, and variable status associated with the game status. When a game ball enters the first start hole 120 or the second start hole 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, once the big role lottery result is derived, a process is performed to determine a variable performance pattern for announcing the big role lottery result. In the first embodiment, when the big role lottery result is a "miss," the group type is first determined based on the reach group determination random number and the reach group determination random number judgment table in determining the variable performance pattern. Note that the variable status specifies which table is referenced to determine the variable performance pattern, and is a concept set separately from the game status.
[0103] For example, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s (hereinafter simply referred to as the "reserved number") when the big role lottery is performed is 0, then the reach group determination random number judgment table 1 is selected, as shown in FIG. 9(a). Similarly, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s when the big role lottery is performed is 1 to 2, then the reach group determination random number judgment table 2 is selected, as shown in FIG. 9(b), and if the number of reserved special 1s is 3, then the reach group determination random number judgment table 3 is selected, as shown in FIG. 9(c). Note that in FIG. 9, the group x listed in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type depending on the acquired reach group determination random number and the type of reach group determination random number judgment table referenced.
[0104] 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.
[0105] In addition, if the result of the big role lottery is a "big win" or a "small win", the group type is not determined when determining the variable performance pattern. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "miss", and is not referenced when the result of the big role lottery is a "big win" or a "small win".
[0106] 10 is a diagram illustrating a reach mode determination random number judgment table according to the first embodiment. This reach mode determination random number judgment table is broadly divided into a miss reach mode determination random number judgment table that is selected when the big role lottery result is a "miss," a jackpot reach mode determination random number judgment table that is selected when the big role lottery result is a "jackpot," and a small win reach mode determination random number judgment table that is selected when the big role lottery result is a "small win." The miss reach mode determination random number judgment table is provided for each group type determined as described above, and the jackpot reach mode determination random number judgment table and the small win reach mode determination random number judgment table are provided for each reserve type.
[0107] 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 referenced in a predetermined game state and type of symbol is shown in Figure 10(a), an example of a reach mode determination random number judgment table for special 1 when a jackpot is generated is shown in Figure 10(b), an example of a reach mode determination random number judgment table for special 2 when a jackpot is generated is shown in Figure 10(c), and an example of a reach mode determination random number judgment table for special 2 when a small jackpot is generated is shown in Figure 10(d).
[0108] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is a "miss," as shown in Figure 10(a), a reach mode determination random number judgment table at the time of a miss corresponding to the group type determined by the lottery for the group type is selected, and a variation mode number is determined based on the selected reach mode determination random number judgment table at the time of a miss and the reach mode determination random number. If the result of the big role lottery is a "jackpot," as shown in Figures 10(b) and 10(c), a reach mode determination random number judgment table at the time of a jackpot corresponding to the read-out reserve type is selected, and a variation mode number is determined based on the selected reach mode determination random number judgment table at the time of a jackpot and the reach mode determination random number.
[0109] Furthermore, if the result of the above-mentioned big prize lottery is a "small prize," as shown in Figure 10(d), 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.
[0110] Furthermore, in each reach mode determination random number determination table, the reach mode determination random number is associated with a variation pattern random number determination table, which will be described later, along with a variation mode number. The variation pattern random number determination table is determined at the same time that the variation mode number is determined. In FIG. 10, the table x listed in the variation pattern random number determination table column indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number determination table are determined according to the acquired reach group determination random number and the type of reach mode determination random number determination table being referenced. In the first embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. Hereinafter, hexadecimal numbers are indicated by the letter "H," but the notation ○○H in FIGS. 10 to 12 indicates an arbitrary value expressed in hexadecimal.
[0111] As described above, when the result of the big role lottery is a "miss," the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 8. Then, depending on the determined group type and the game state, the variation mode number and variation pattern random number judgment table are determined by the reach mode determination random number judgment table when a miss is shown in Figure 10(a) and the reach mode determination random number.
[0112] On the other hand, if the result of the big prize lottery is a "big win" or a "small win," the reach mode determination random number judgment table shown in Figure 10, which corresponds to the determined big win pattern or small win pattern (type of special pattern), the game state at the time of winning the big win or small win, etc., will be referenced, and the reach mode determination random number will be used to determine the fluctuation mode number and fluctuation pattern random number judgment table.
[0113] 11 is a diagram illustrating a fluctuation pattern random number determination table according to Example 1. 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.
[0114] 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.
[0115] 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.
[0116] Fig. 12 is a diagram illustrating a fluctuation time determination table according to Example 1. Once the fluctuation mode number is determined as described above, fluctuation time 1 is determined according to the fluctuation time 1 determination table shown in Fig. 12(a). According to this fluctuation time 1 determination table, fluctuation time 1 is associated with each fluctuation mode number, and the corresponding fluctuation time 1 is determined according to the determined fluctuation mode number.
[0117] Furthermore, as described above, once the fluctuation pattern number is determined, fluctuation time 2 is determined according to the fluctuation time 2 determination table shown in Figure 12 (b). According to this fluctuation time 2 determination table, fluctuation time 2 is associated with each fluctuation pattern number, and the corresponding fluctuation time 2 is determined according to the determined fluctuation pattern number. The total time of the fluctuation times 1 and 2 determined in this way is the time of the fluctuation performance that notifies the result of the big role lottery, that is, the fluctuation time.
[0118] 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.
[0119] FIG. 13 is a diagram illustrating the special electric device activation ram set table according to the first embodiment. This special electric device activation ram set table stores various data for controlling the big win game or the small win game. During the big win game or the small win game, the first large win opening solenoid 126c and the second large win opening solenoid 128c are energized and controlled by referring to this special electric device activation ram set table. In practice, multiple special electric device activation ram set tables are provided, one for each type of special symbol (big win symbol and small win symbol) or each case in which a gaming ball enters the special electric activation ram 129. Depending on the type of special symbol determined or the case in which a gaming ball enters the special electric activation ram 129, the corresponding table is set at the start of the big win game or the small win game. However, for the sake of convenience, the control data for all special symbols is shown in one table.
[0120] When the special symbols A, B, C, and D, which are the big win symbols, or the special symbol a, which is the small win symbol, are determined, or when a gaming ball enters the special electric operation port 129, an opening and closing process is executed to control the opening and closing of the first large winning port 126 and the second large winning port 128 in a predetermined opening and closing pattern, with reference to the special electric device operation ram set table, as shown in Figure 13. The big win game and the small win game are made up of multiple rounds of play in which the second large winning port 128 is opened and closed a predetermined number of times, and the specific small win game is played only once in which the first large winning port 126 is opened and closed a predetermined number of times.
[0121] According to this special electric device operation ram set table, the opening time (waiting time until the first round of play starts), the maximum number of times the special electric device operates (the number of rounds of play executed during one major role play or one small role play), the opened large prize opening (the first large prize opening 126 and the second large prize opening 128 that are opened in each round of play), the number of times the special electric device opens and closes (the number of times the first large prize opening 126 and the second large prize opening 128 are opened during one round of play), the solenoid energization time (the energization time of the first large prize opening solenoid 126c and the second large prize opening solenoid 128c for each number of times the first large prize opening 126 and the second large prize opening 128 are opened, that is, That is, the opening time of the first large prize opening 126 and the second large prize opening 128 in one play, the specified number (the maximum number of wins that can be won in the first large prize opening 126 and the second large prize opening 128 in one round of play), the effective time for closing the large prize openings (the closing time of the first large prize opening 126 and the second large prize opening 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the normal special play is resumed) are pre-stored as control data for the big prize play or the small prize play, as shown in the figure, for each type of big prize pattern and small prize pattern, or for each case in which a game ball enters the special electric activation opening 129.
[0122] In the first embodiment, when the special symbols A and B, which are the jackpot symbols, are determined, a big win game consisting of five rounds of play is executed, and when the special symbols C and D are determined, a big win game consisting of ten rounds of play is executed. Each round of play ends when a specified number (eight) of game balls enter the second big winning opening 128 or when a predetermined time (29.0 seconds in this case) has elapsed since the second big winning opening 128 was opened.
[0123] Furthermore, when the special symbol a, which is the small prize symbol, is determined, a small prize game consisting of one round of play is executed. In the small prize game that is executed when the special symbol a is determined, the second large prize opening 128 is repeatedly opened and closed. Specifically, in the small prize game, the second large prize opening 128 is repeatedly opened for 0.15 seconds and closed for 2.0 seconds 10 times. In the first embodiment, the specified number of second large prize openings 128 is set to 8, and the small prize 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.
[0124] Here, if the game is played appropriately, the system is configured so that the specified number of game balls will reliably enter the second major prize opening 128. However, there are no particular limitations on 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. In the first embodiment, the specified number of second major prize openings 128 is set to eight, and one round of play ends when 29.0 seconds of opening has ended or when the specified number of game balls have entered the second major prize opening 128.
[0125] Here, a specific area 140 and a non-specific area 141 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 140 or the non-specific area 141. Then, in a small prize game, if a gaming ball that enters the second large prize opening 128 enters the specific area 140, a type 2 jackpot is won, and following the small prize game, a big prize game is played in which the second large prize opening 128 is opened. In this big prize game, nine round games (2R to 10R) are played.
[0126] Furthermore, when a gaming ball enters the special electric operation port 129, a specific small prize game consisting of one round of play is executed. In the specific small prize game executed when a gaming ball enters the special electric operation port 129, in the first round of play, the first large prize opening 126 is opened for 0.9 seconds twice with a predetermined pause in between. Note that, although the specified number in the specific small prize game is set to eight here, the specified number may be one, or any multiple number of two or more.
[0127] Figure 14 is a diagram illustrating the opening and closing modes of second large prize opening 128 and the opening and closing mode of specific area 140 by movable member 142. As shown in Figure 14, in a small prize game in which second large prize opening 128 is opened, movable member 142 opens specific area 140 for an instant (about 0.15 seconds) simultaneously with the opening of second large prize opening 128, and then maintains specific area 140 in a closed state for a predetermined period of time, and then maintains specific area 140 in an open state again.
[0128] 14, when the special symbol a is determined and a small win game is executed, the second large prize opening 128 is opened a total of 10 times in the small win 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 140, a gaming ball that enters the second large prize opening 128 in the second or subsequent openings of the second large prize opening 128 can reliably enter the specific area 140.
[0129] 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 140 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 based 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.
[0130] 15 is a diagram illustrating a game state setting table for setting the game state after the end of a big role game according to the first embodiment. In the first embodiment, when a big role game is executed, the game state after the end of the big role game is set according to the type of special symbol determined. According to this game state setting table, regardless of whether the special symbol A, B, C, D, or a is determined, the game state is set to a time-saving game state after the end of the big role game.
[0131] Furthermore, when the gaming state is set to a time-saving gaming state, the number of times the time-saving gaming state continues (hereinafter referred to as the "time-saving number of times") is set. In the time-saving gaming state, an opening condition is set that makes it easier to open the second start opening 122 than in the non-time-saving gaming state. Here, in the first embodiment, "the second start opening 122 is easy to open" means that the movable piece 122b of the second start opening 122 is easy to operate in a manner that makes it easy for a gaming ball to enter the second start opening 122, and more specifically, as will be described later, it means that a state in which the normal symbol L is won in the normal symbol lottery and the movable piece 122b is activated is easy to occur. In other words, the time-saving gaming state can be said to be a winning-easiness state in which it is easier for a gaming ball to enter the second start opening 122 than in the non-time-saving gaming state.
[0132] Here, when the game state after the big win game is set to the time-saving game state, the time-saving end condition for ending the time-saving game state is also set. Here, the time-saving end conditions are set as the number of normal symbol fluctuations (or the number of times the normal electric accessory solenoid 122c is operated), the number of long openings of the second starting port, the number of special 2 fluctuations, and the number of special 1 fluctuations. Here, the time-saving end condition is common when special symbol A or special symbol C is determined, and the time-saving end condition of the time-saving game state when special symbol B, special symbol D, or special symbol a is determined is different from when special symbol A or special symbol C is determined. However, the time-saving end condition may be different or common for all time-saving game states.
[0133] Among the time-saving termination conditions, the number of normal symbol variations is the number of symbol variation processes based on reserved normal symbols (hereinafter referred to as normal symbol variations), i.e., the number of normal game plays, and is set in the time-saving counter (for normal symbols) when the time-saving mode is set. The number of normal symbol variations is then decremented each time a normal symbol variation is executed in the time-saving mode. When the remaining number of normal symbol variations is updated from 1 to 0, the time-saving mode ends and the game is set to a non-time-saving mode. Note that in the normal symbol lottery described below, the probability of winning a normal symbol is approximately 1 / 1, so the number of normal symbol variations is approximately equal to the number of times the normal electric accessory solenoid 122c is activated. Therefore, among the time-saving termination conditions, the number of normal symbol variations may be replaced with the number of times the normal electric accessory solenoid 122c is activated.
[0134] 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.
[0135] 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, or when normal symbols L and S are won in the non-time-saving game state. In this way, in the first embodiment, the opening time of the second start port 122 differs depending on the combination of the type of normal symbol 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.
[0136] 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.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] 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 the first 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. However, in the first embodiment, the normal symbol fluctuation display almost certainly controls the second starting slot 122 by the operation of the normal electric role solenoid 122c in a short or long opening mode. 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 140 during a small win game due to a poor launch.
[0141] Fig. 16(a) is a diagram explaining the random number judgment table for determining a normal symbol win, Fig. 16(b) is a diagram explaining the random number judgment table for determining a normal symbol for the non-time-shortened game state, and Fig. 16(c) is a diagram explaining the random number judgment table for determining a normal symbol for the second time-shortened game state. When the game ball flowing down the game area 116 passes through the gate 124, a judgment process for the type of win (hereinafter referred to as "normal symbol lottery") is performed, which is associated with whether or not to control the energization of the movable piece 122b of the second starting port 122.
[0142] 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.
[0143] When starting the regular lottery, a regular lottery winning determination random number judgment table is referenced as shown in Figure 16(a). According to this regular lottery winning determination random number judgment table, if the winning determination random number is between 0 and 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.
[0144] If a normal symbol is selected in the normal symbol lottery, the type of normal symbol is determined by referring to the normal symbol determination random number determination table. A normal symbol determination random number determination table is provided for each game state. Here, a normal symbol determination random number determination table for a non-time-saving game state, which is referenced in a non-time-saving game state, as shown in Figure 16(b), and a normal symbol determination random number determination table for a time-saving game state, which is referenced in a time-saving game state, as shown in Figure 16(c), are provided.
[0145] When a normal winning symbol is determined in the normal drawing in the non-time-saving game state, the table shown in Figure 16(b) is referenced. Similarly, when a normal winning symbol is determined in the normal drawing in the time-saving game state, the table shown in Figure 16(c) is referenced. Here, normal symbols L and S are provided as types of normal symbols.
[0146] 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.
[0147] As shown in Figure 16 (b), according to the normal symbol determination random number judgment table for non-time-saving game state, when the value of the normal symbol determination random number is 0, the normal symbol L is determined as the type of normal symbol, and when the normal symbol determination random number is any other value, the normal symbol S is determined as the type of normal symbol. Therefore, in the non-time-saving game state, the probability of winning the normal symbol L, i.e., the long opening symbol, is almost 0%.
[0148] 16(c), 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.
[0149] 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.
[0150] FIG. 17(a) is a diagram explaining the normal symbol fluctuation time data table, and FIG. 17(b) is a diagram explaining the opening / closing control pattern table. As described above, when a normal symbol lottery is held, the normal symbol fluctuation time is determined. The normal symbol fluctuation time data table is referenced when determining the normal symbol fluctuation time when a normal symbol winning symbol or a normal symbol losing symbol is determined by the normal symbol lottery. According to this normal symbol fluctuation time data table, if the type of the winning normal symbol is normal symbol L, the fluctuation time is determined to be 10 seconds, and if the type of the winning normal symbol is normal symbol S or a normal symbol losing symbol, the fluctuation time is determined to be 1 second.
[0151] 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.
[0152] Then, when the winning normal symbol is determined by the normal symbol lottery and the normal symbols L and S are displayed on the normal symbol display 168, an auxiliary game is executed. In the auxiliary game, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to an opening / closing control pattern table, as shown in Figure 17(b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when energization of the normal electric accessory solenoid 122c begins, but here, for convenience of explanation, control data corresponding to each game state is shown in one table.
[0153] 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.
[0154] As is clear from FIG. 17(b), when a normal symbol S is won, or when a normal symbol L is won in a non-time-saving game state, 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 won in a time-saving game state, the second start hole 122 is opened twice every 2.9 seconds. In this case, if the player properly launches the game balls, one or more game balls can be reliably placed in the second start hole 122 during one auxiliary game. Note that the specified number is set to one, and when one game ball enters the second start hole 122 during an auxiliary game, the auxiliary game ends.
[0155] Here, only one special 2 reserve can be stored, and the specified number of the second starting slot 122 is set to one. Therefore, by winning the normal pattern L once, the big role lottery based on the special 2 reserve is executed only once. At this time, in the big role lottery based on the special 2 reserve, you will always win a big win or a small win, so by winning the normal pattern L once, you will win a big win or a small win once.
[0156] However, the number of special 2 reserves and the specified number of the second starting port 122 are not limited to 1, and may be 2 or more. For example, if the number of special 2 reserves and the specified number are set to 2, when the normal pattern L is won once, a big role lottery based on the special 2 reserve can be executed three times (immediate change amount + 2 special 2 reserves), and a gameplay is realized.
[0157] 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.
[0158] 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.
[0159] Next, the main processing of the main control board 300 as the game progresses in the gaming machine 100 according to the first embodiment will be described.
[0160] 18 is a diagram illustrating the gaming machine status flag according to the first embodiment. In the main control board 300, the gaming machine status flag controls whether or not a game can be played. One of six flag values from 00H to 05H is set to the gaming machine status flag. A flag value of 00H indicates a playable state, and when the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is other than 00H, the game is stopped.
[0161] A flag value of 01H for the gaming machine status flag indicates a setting change state, and when the gaming machine status flag is 01H, it is possible to change the registered setting value. A flag value of 02H for the gaming machine status flag indicates a setting confirmation state, and when the gaming machine status flag is 02H, the registered setting value can be confirmed by displaying it on the performance display monitor 184, for example. A flag value of 03H for the gaming machine status flag indicates an abnormal setting state, and when the gaming machine status flag is 03H, the registered setting value is considered abnormal and game play is stopped. A flag value of 04H for the gaming machine status flag indicates an RWM (read write memory) abnormal state, and when the gaming machine status flag is 04H, game play is stopped. A flag value of 05H for the gaming machine status flag indicates a checksum abnormal state, and when the gaming machine status flag is 05H, game play is stopped. When the power is turned on, the gaming machine status flag is set to one of the flag values, and processing according to the gaming machine status flag is performed.
[0162] (CPU initialization process of main control board 300) Figure 19 is a first flowchart explaining the CPU initialization processing in the main control board 300 according to the first embodiment, and Figure 20 is a second flowchart explaining the CPU initialization processing in the main control board 300 according to the first embodiment.
[0163] 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).
[0164] (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.
[0165] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.
[0166] (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.
[0167] (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.
[0168] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.
[0169] (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.
[0170] (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.
[0171] (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.
[0172] (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.
[0173] (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.
[0174] (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.
[0175] (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.
[0176] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0177] (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.
[0178] (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.
[0179] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.
[0180] (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.
[0181] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register and moves the process to step S100-45.
[0182] (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.
[0183] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.
[0184] (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.
[0185] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.
[0186] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.
[0187] (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.
[0188] (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.
[0189] (Step S100-51) The main CPU 300a loads the gaming machine status flag.
[0190] (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.
[0191] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.
[0192] (Step S100-55) The main CPU 300a performs sub-command set processing to send a predetermined command to the sub-control board 330. Here, a command corresponding to the gaming machine status flag is set. For example, if the gaming machine status flag is 01H, a setting change status designation command is set, and if the gaming machine status flag is 02H, a setting confirmation status designation command is set. In this way, by sending a command corresponding to the gaming machine status flag to the sub-control board 330, the internal status of the main control board 300 can be grasped on the sub-control board 330.
[0193] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0194] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0195] (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.
[0196] (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.
[0197] (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 .
[0198] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.
[0199] (Step S100-69) The main CPU 300a updates the reach group determination random number, reach mode determination random number, and variation pattern random number, and thereafter repeats the process from step S100-59. Note that, hereinafter, the reach group determination random number, reach mode determination random number, and variation pattern random number for determining the variation presentation pattern are collectively referred to as variation presentation random numbers.
[0200] FIG. 21 is a flowchart illustrating the subcommand group setting process (S110) in the main control board 300 according to the first embodiment.
[0201] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.
[0202] (Step S110-3) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330. Here, for example, if the initialization processing is executed in the above step S100-47, a RAM clear designation command is set.
[0203] (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.
[0204] (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.
[0205] (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.
[0206] (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.
[0207] (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.
[0208] (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.
[0209] (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.
[0210] (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.
[0211] (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.
[0212] Next, a description will be given of interrupt processing in the main control board 300 according to the first embodiment. Here, a description will be given of power-off save processing (XINT interrupt processing) and timer interrupt processing.
[0213] (Main control board 300 power off evacuation process (XINT interrupt process)) 22 is a flowchart illustrating the power-off save process (XINT interrupt process) in the main control board 300 according to the first embodiment. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts the CPU initialization process and executes the power-off save process.
[0214] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.
[0215] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0216] (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.
[0217] (Step S300-7) The main CPU 300a restores the register.
[0218] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.
[0219] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0220] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.
[0221] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.
[0222] (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.
[0223] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0224] (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.
[0225] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.
[0226] (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.
[0227] 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.
[0228] (Timer interrupt processing of main control board 300) 23 is a flowchart illustrating timer interrupt processing in the main control board 300 according to the first embodiment. The main control board 300 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (4 milliseconds in the first embodiment, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs in the CPU initialization process (step S100), and the following timer interrupt processing is executed.
[0229] (Step S400-1) The main CPU 300a saves the registers.
[0230] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.
[0231] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to the output port and executes dynamic port output processing that controls the lighting of the first special pattern display 160, the second special pattern display 162, the first special pattern reserve display 164, the second special pattern reserve display 166, the normal pattern display 168, the normal pattern reserve display 170, the right hit notification display 172, and the performance display monitor 184.
[0232] (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.
[0233] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.
[0234] (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.
[0235] (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.
[0236] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.
[0237] (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.
[0238] (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.
[0239] (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.
[0240] Although a detailed explanation will be omitted, in the first embodiment, the jackpot determination random number and the winning determination random number are hardware random numbers updated by a hardware random number generation unit built into the main control board 300. The hardware random number generation unit updates both the jackpot determination random number and the winning determination random number according to a set rule, automatically changing the random number sequence every time the random number sequence completes one cycle, and also changing the start value every time the system is reset.
[0241] (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, and the second large prize hole detection switch 128s. Details of this switch management process will be described later.
[0242] (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.
[0243] (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.
[0244] (Step S400-21) The main CPU 300a executes an error management process to determine various errors and make settings according to the error determination results. If it determines that an error has occurred, the main CPU 300a sets an error specification command corresponding to the type of error.
[0245] (Step S400-23) The main CPU 300a checks the general prize opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, the first large prize opening detection switch 126s, and the second large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.
[0246] (Step S400-25) The main CPU 300a executes a payout control management process to create and send a payout command based on the counter value of the counter for controlling the winning balls set in step S400-23.
[0247] (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.
[0248] (Step S400-29) The main CPU 300a executes an LED display setting process that sets common data to a common output buffer to control the lighting of various indicators (LEDs) such as the first special pattern indicator 160, the second special pattern indicator 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern indicator 168, the normal pattern reserved indicator 170, and the right-hit notification indicator 172.
[0249] (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.
[0250] (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.
[0251] (Step S400-35) The main CPU 300a performs processing to disable interrupts.
[0252] (Step S400-37) The main CPU 300a uses the unused area of the main RAM 300c to perform processing for calculating a base ratio to be displayed on the performance display monitor 184, and executes a performance display monitor control processing for setting common data for displaying the calculated base ratio on the performance display monitor 184 in a common output buffer. In the performance display monitor control processing, the base ratio is calculated for each predetermined period. Here, the performance display monitor 184 may alternate between displaying the base ratio for the current period and the base ratio for the previous period at predetermined time intervals. The base ratio displayed on the performance display monitor 184 may also be switched in response to a predetermined operation. Furthermore, here, when the gaming machine status flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.
[0253] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.
[0254] FIG. 24 is a flowchart illustrating the setting-related processing (S450) according to the first embodiment.
[0255] (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.
[0256] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a predetermined processing area.
[0257] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is on (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 182s is on, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s is not on, the process proceeds to step S450-9.
[0258] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.
[0259] (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.
[0260] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.
[0261] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.
[0262] (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.
[0263] (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.
[0264] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 19. That is, when the setting-related process is executed, at the end of the process, the model command, the setting value designation command, the special chart 1 hold designation command, the special chart 2 hold designation command, the number of times command, the variable pattern selection state designation command, the special chart phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.
[0265] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.
[0266] As described above, according to the first 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.
[0267] 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.
[0268] 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.
[0269] Here, in the setting-related processing of the first embodiment, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation of the registered setting value has finished, the setting value designation command corresponding to the registered setting value is sent to the sub-control board 330 in the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value designation command is not sent to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not sent, and when the acceptance of the setting change operation has finished and the state has shifted to one in which game progress can be made, the risk of the registered setting value being obtained fraudulently can be reduced.
[0270] In the first embodiment, multiple flag values including at least 01H (setting change state) are switched. When the gaming machine state flag is set to 01H (setting change state), setting-related processing becomes executable and the progress of the game is stopped. In this way, setting-related processing is not executed while the game is in progress, and setting value designation commands are not sent while the game is in progress, reducing the risk of registered setting values being obtained fraudulently.
[0271] 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.
[0272] FIG. 25 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the first embodiment.
[0273] (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.
[0274] (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.
[0275] (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.
[0276] (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.
[0277] (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.
[0278] (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.
[0279] (Step S500-7) The main CPU 300a determines whether it is the time when the special prize opening detection switch is detected as being on, that is, whether a gaming ball has entered the first special prize opening 126 and the second special prize opening 128 and a detection signal has been input from the first special prize opening detection switch 126s and the second special prize opening detection switch 128s. If it is determined as a result that it is the time when the special prize opening detection switch is detected as being on, the process proceeds to step S500-9, and if it is determined that it is not the time when the special prize opening detection switch is detected as being on, the process proceeds to step S500-11.
[0280] (Step S500-9) The main CPU 300a determines whether a big win game or a small win game is currently in progress, and determines whether the game balls have entered the first large win port 126 and the second large win port 128 properly. If it is determined that a big win game or a small win game is not in progress, a predetermined fraud detection process is executed, and if it is determined that a big win game or a small win game is in progress and the game balls have entered the first large win port 126 and the second large win port 128 properly, the main CPU 300a increments the large win port winning ball counter by 1, and sets a large win port winning designation command in the transmission buffer.
[0281] (Step S500-11) The main CPU 300a determines whether the specific area detection switch is on, that is, whether a gaming ball has entered the specific area 140 and a detection signal has been input from the specific area detection switch 140s. As a result, 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.
[0282] (Step S540) The main CPU 300a executes a specific area passing process based on the entry of the gaming ball into the specific area 140, and ends the switch management process. Details of this specific area passing process will be described later.
[0283] (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.
[0284] (Step S500-15) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.
[0285] (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 process proceeds to step S500-21.
[0286] (Step S500-19) The main CPU 300a sets the out ball detection designation command in the transmission buffer.
[0287] (Step S500-21) The main CPU 300a determines whether the special power outlet detection switch is on, i.e., whether a detection signal has been input from the special power outlet detection switch 129s. If it is determined that the special power outlet detection switch is on, the process proceeds to step S550. If it is determined that the special power outlet detection switch is not on, the switch management process is terminated.
[0288] (Step S550) The main CPU 300a executes a special electric activation port passage process based on the game ball entering the special electric activation port 129, and ends the switch management process. Details of this special electric activation port passage process will be described later.
[0289] FIG. 26 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to the first embodiment.
[0290] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generator.
[0291] (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.
[0292] (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.
[0293] (Step S510-7) The main CPU 300a determines which of the four storage units in the general reserve storage area is the target storage unit in which to save the acquired winning determination random number.
[0294] (Step S510-9) The main CPU 300a saves the winning determination random number acquired in step S510-1 in the target storage calculated in step S510-7.
[0295] (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.
[0296] FIG. 27 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300 according to the first embodiment.
[0297] (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.
[0298] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.
[0299] (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.
[0300] FIG. 28 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 according to the first embodiment.
[0301] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0302] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.
[0303] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.
[0304] (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.
[0305] (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.
[0306] (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.
[0307] 29 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300 according to the first embodiment. 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.
[0308] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0309] (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.
[0310] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.
[0311] (Step S535-7) The main CPU 300a determines whether the number of reserved balls for the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is determined that the number is equal to or greater than the upper limit, the process proceeds to step S535-21. If it is determined that the number is not equal to or greater than the upper limit, the process proceeds to step S535-9.
[0312] (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.
[0313] (Step S535-11) The main CPU 300a determines which of the eight storage units in the special chart reservation storage area is the target storage unit in which the acquired jackpot determination random number is to be saved.
[0314] (Step S535-13) The main CPU 300a obtains the jackpot determination random number loaded in step S535-5, the winning pattern random number updated in step S400-19, the reach group determination random number updated in step S100-69, the reach mode determination random number, and the variation pattern random number, and stores them in the target memory unit calculated in step S535-11.
[0315] (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.
[0316] (Step S536) The main CPU 300a executes an acquisition time effect determination process to perform a provisional big role lottery, provisionally determine a winning symbol, and provisionally determine variable information based on the various random numbers stored in the target memory unit in step S535-13. In this acquisition time effect determination process, a pre-reading designation command indicating variable information to be determined when a newly stored reserved symbol is read is transmitted to the sub-control board 330. This acquisition time effect determination process will be described later.
[0317] (Step S535-17) The main CPU 300a loads the counter values of the special symbol 1 reserved ball number counter and the special symbol 2 reserved ball number counter.
[0318] (Step S535-19) The main CPU 300a sets the special symbol reservation designation command in the transmission buffer based on the counter value loaded in step S535-17 above. Here, the special symbol 1 reservation designation command is set based on the counter value (special 1 reservation number) of the special symbol 1 reservation ball number counter, and the special symbol 2 reservation designation command is set based on the counter value (special 2 reservation number) of the special symbol 2 reservation ball number counter. As a result, each time a special symbol 1 reservation or special symbol 2 reservation is stored, the special symbol 1 reservation number and the special symbol 2 reservation number are transmitted to the sub-control board 330.
[0319] (Step S535-21) The main CPU 300a loads the normal game management phase.
[0320] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 and determines whether it is below the normal electric device winning opening control state described later. If it is determined that it is below the normal electric device winning opening control state, the process proceeds to step S535-25, and if it is determined that it is not below the normal electric device winning opening control state, the special symbol random number acquisition process is terminated.
[0321] (Step S535-25) The main CPU 300a determines whether or not an abnormal winning has occurred, and if it determines that an abnormal winning has occurred, executes a start port abnormal winning error process to perform a predetermined process, and terminates the special pattern random number acquisition process (step S535).
[0322] FIG. 30 is a flowchart illustrating the acquisition time performance determination process (step S536) in the main control board 300 according to the first embodiment.
[0323] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number determination table based on the currently set value. Specifically, the main CPU 300a selects a corresponding jackpot determination random number determination table based on the current game state and the currently set value. Then, the main CPU 300a performs a special symbol win provisional determination process to provisionally determine whether a jackpot, a minor win, or a miss is generated based on the selected table and the jackpot determination random number stored in the target memory unit in step S535-13.
[0324] (Step S536-3) The main CPU 300a executes a special symbol provisional determination process for provisionally determining a special symbol. Here, if the result of the provisional big win lottery in step S536-1 (the result derived by the special symbol provisional win determination process) is a big win or a small win, the winning symbol random number, winning type (whether it is a big win or a small win), and reserved type stored in the target memory in step S535-13 are loaded, the corresponding winning symbol random number determination table is selected, special symbol determination data is extracted, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. Also, if the result of the provisional big win lottery in step S536-1 is a loss, a predetermined special symbol determination data for a loss (type of loss symbol) is saved.
[0325] (Step S536-5) The main CPU 300a sets in the transmission buffer a look-ahead symbol type designation command (look-ahead designation command) corresponding to the special symbol determination data saved in step S536-3.
[0326] (Step S536-7) The main CPU 300a determines whether the result derived by the special symbol winning provisional determination process in the above step S536-1 is a big win or a small win. If it is determined to be a big win or a small win, the main CPU 300a proceeds to step S536-9, and if it is determined to be neither a big win nor a small win (a miss), the main CPU 300a proceeds to step S536-11.
[0327] (Step S536-9) The main CPU 300a sets the random number judgment table for determining the reach mode at the big win (see FIGS. 9(b) and 9(c)) or the random number judgment table for determining the reach mode at the small win (see FIGS. 9(d) and 9(e)), and moves the process to step S536-19.
[0328] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13.
[0329] (Step S536-13) The main CPU 300a determines whether the reach group determination random number loaded in step S536-11 above is a fixed value (8500 or greater). Here, the group type is determined by referring to a reach group determination random number determination table, and this reach group determination random number determination table is selected according to the stored number of reserved positions. At this time, the reach group determination random number is acquired from a range of 0 to 10006, and if the value of the reach group determination random number is 8500 or greater, the same reach group determination random number determination table is selected regardless of the number of reserved positions, and if the value of the reach group determination random number is less than 8500, a different reach group determination random number determination table is selected depending on the number of reserved positions. Hereinafter, among the reach group determination random numbers, values in the range of 0 to 8499, which select different reach group determination random number determination tables depending on the number of reserved positions, are referred to as indefinite values, and values in the range of 8500 to 10006, which select the same reach group determination random number determination table regardless of the number of reserved positions, are referred to as fixed values. If it is determined that the reach group determination random number loaded in step S536-11 above is a fixed value (8500 or more), processing proceeds to step S536-15, and if it is determined that the reach group determination random number loaded in step S536-11 above is not a fixed value (8500 or more), processing proceeds to step S536-27.
[0330] (Step S536-15) The main CPU 300a sets a reach group determination random number judgment table (see FIG. 8). Note that there are multiple types of reach group determination random number judgment tables provided depending on the number of reserved positions, but here, a table to be used when the number of reserved positions is 0 is selected. Then, a reach group (group type) is provisionally determined based on the set reach group determination random number judgment table and the reach group determination random number stored in the target memory unit in step S535-13 above.
[0331] (Step S536-17) The main CPU 300a sets the reach mode determination random number judgment table (see FIG. 9(a)) when losing, which corresponds to the group type provisionally determined in step S536-15, and moves the process to step S536-19.
[0332] (Step S536-19) The main CPU 300a provisionally determines a variation mode number based on the reach mode determination random number judgment table set in the above step S536-9 or step S536-17 and the reach mode determination random number stored in the target memory unit in the above step S535-13. Here, a variation pattern random number judgment table is provisionally determined together with the variation mode number.
[0333] (Step S536-21) The main CPU 300a sets in the transmission buffer a read-ahead designation variation mode command (read-ahead designation command) corresponding to the variation mode number provisionally determined in step S536-19.
[0334] (Step S536-23) The main CPU 300a provisionally determines a variation pattern number based on the variation pattern random number determination table provisionally determined in the above step S536-19 and the variation pattern random number stored in the target storage unit in the above step S535-13.
[0335] (Step S536-25) The main CPU 300a sets the look-ahead designated variation pattern command (look-ahead designation command) corresponding to the variation pattern number provisionally determined in the above step S536-23 in the transmission buffer, and ends the effect determination process at the time of acquisition.
[0336] (Step S536-27) The main CPU 300a sets in the transmission buffer an indefinite value command (pre-read specified variable mode command and pre-read specified variable pattern command = 7FH) indicating that the group type, i.e., the variable presentation pattern, will change depending on the number of holds when the hold is read out for the hold newly stored in the target memory unit, and terminates the presentation determination process at the time of acquisition.
[0337] FIG. 31 is a flowchart illustrating the specific area passing process (S540) in the main control board 300 according to the first embodiment.
[0338] (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.
[0339] As will be described in more detail later, this valid period flag is used to determine whether or not the entry of a game ball into the specific area 140 is considered valid, and in the first embodiment, it is turned on at the start of the small win game (first round game).
[0340] (Step S540-3) If it is determined in step S540-1 above 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 140. 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.
[0341] (Step S540-5) The main CPU 300a turns on the specific area entry flag.
[0342] (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 140, and ends the specific area passing process.
[0343] (Step S540-9) The main CPU 300a executes a predetermined error process.
[0344] (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.
[0345] FIG. 32 is a flowchart illustrating the special power activation port passing process (S550) in the main control board 300 according to the first embodiment.
[0346] (Step S550-1) The main CPU 300a determines whether or not a changing pattern is being displayed on the first special pattern display device 160 or the second special pattern display device 162. As a result, if a changing pattern is being displayed on the first special pattern display device 160 or the second special pattern display device 162, the process proceeds to step S550-3, and if a changing pattern is not being displayed on the first special pattern display device 160 or the second special pattern display device 162, the process proceeds to step S550-11.
[0347] (Step S550-3) The main CPU 300a determines whether the variable display of the symbols on the first special symbol display 160 or the second special symbol display 162 is a variable display in which a big win symbol is finally stopped and displayed (big win variable) or a variable display in which a small win symbol is finally stopped and displayed (small win variable). If the result is a big win variable or a small win variable, the process proceeds to step S550-5, and if the result is not a big win variable or a small win variable, the process proceeds to step S550-9.
[0348] (Step S550-5) The main CPU 300a turns on the interruption flag. In the first embodiment, a gaming ball may enter the special electric operation port 129 during a small win fluctuation or a big win fluctuation in the first special symbol display 160 or the second special symbol display 162. In this case, a specific small win game is executed based on the gaming ball entering the special electric operation port 129. During this time, the subtraction of the variation time of the special symbol in the first special symbol display 160 or the second special symbol display 162 during the small win fluctuation or the big win fluctuation is suspended. Then, after the specific small win game executed based on the gaming ball entering the special electric operation port 129 is completed, the display of the variation of the symbol in the first special symbol display 160 or the second special symbol display 162 is resumed.
[0349] (Step S550-7) The main CPU 300a executes a variation interruption process to interrupt the variable display of the symbols on the first special symbol display device 160 or the second special symbol display device 162. Here, the main CPU 300a executes a process to temporarily save the remaining time of the variable display and information on the special symbols in a predetermined storage area.
[0350] (Step S550-9) The main CPU 300a performs a process of forcibly stopping a losing symbol on the first special symbol display 160 or the second special symbol display 162, which is displaying a varying symbol. That is, in the first embodiment, when the varying symbol display on the first special symbol display 160 or the second special symbol display 162 is a varying symbol (losing variation) in which a losing symbol is finally stopped and displayed, if a specific small win game is executed based on the entry of a game ball into the special electric operation port 129, the losing symbol will be forcibly stopped and displayed on the first special symbol display 160 or the second special symbol display 162, which is displaying a varying symbol.
[0351] (Step S550-11) The main CPU 300a sets data in the special electric accessory operation RAM set table corresponding to when a game ball enters the special electric operation port 129.
[0352] (Step S550-13) The main CPU 300a performs a process for setting the maximum number of times a special electric device is operated. Specifically, by referencing the data set in step S550-11, a predetermined number (the counter value corresponding to when a game ball enters the special electric device operation port 129 = the number of rounds) is set as a counter value in the maximum number of times a special electric device is operated counter. Note that 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 win 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 a round game. Here, a process for resetting (updating to "0") the counter value of the continuous number of times a special electric device is operated counter is also executed upon the start of a small win.
[0353] (Step S550-15) The main CPU 300a refers to the data set in step S550-11 and saves a predetermined opening time as a timer value in the special game timer.
[0354] (Step S550-17) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of a small win game to the sub-control board 330. This opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in the above step S550-15 is set in the transmission buffer.
[0355] (Step S550-19) The main CPU 300a updates the special game management phase to "07H" and ends the special electric operation port passing process. As a result, a specific small win game is started based on the game ball entering the special electric operation port 129.
[0356] 33 is a diagram illustrating the special game management phase according to the first embodiment. As already explained, in the first 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.
[0357] As shown in FIG. 33, 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.
[0358] FIG. 34 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0359] (Step S600-1) The main CPU 300a loads the special game management phase.
[0360] (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.
[0361] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.
[0362] (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.
[0363] 35 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".
[0364] (Step S610-1) The main CPU 300a determines whether the interruption flag is on. If it is determined that the interruption flag is on, the process proceeds to step S610-3, and if it is determined that the interruption flag is not on, the process proceeds to step S610-5.
[0365] (Step S610-3) The main CPU 300a executes a process to resume the display of the variations of the symbols in the first special symbol display device 160 or the second special symbol display device 162, the variations of which have been suspended due to a specific small jackpot game executed based on the entry of a gaming ball into the special electric operation port 129, and proceeds to step S610-25. In the variation resumption process, the suspended flag is turned off.
[0366] (Step S610-5) 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". As a result, if it is determined that the special 2 reserved number (X2) is "1", it moves the process to step S610-11, and if it is determined that the special 2 reserved number (X2) is not "1", it moves the process to step S610-7.
[0367] (Step S610-7) 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 S610-11, 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 S610-9.
[0368] (Step S610-9) 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.
[0369] (Step S610-11) The main CPU 300a 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, in the above step S610-5, if it is determined that the number of special symbol 2 reserved balls is "1", the special 2 reserve stored in the first storage section is block-transferred to the 0th storage section to be processed provided in the main RAM 300c. Also, in the above step S610-7, 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.
[0370] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a lottery for a major role. This special symbol winning determination process will be described later.
[0371] (Step S610-13) The main CPU 300a executes a special symbol determination process to determine a special symbol. Here, if the determination information (the result of the major role lottery) stored in step S611 is a big win or a small win, the win type (whether it is a big win or a small win) and the reserve type are loaded, and the corresponding winning symbol random number determination table is set. Then, the set winning symbol random number determination table is referenced, and special symbol determination data is extracted using the winning symbol random number transferred to the 0th storage unit, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. On the other hand, if the result of the major role lottery stored in step S611 is a loss, if the reserve type is special 1 reserve, special symbol X is saved as a losing symbol, and if the reserve type is special 2 reserve, special symbol Y is saved as a losing symbol. Here, a symbol type designation command corresponding to the saved special symbol determination data is set in the transmission buffer.
[0372] (Step S610-15) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-13. 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.
[0373] (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.
[0374] (Step S610-17) 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.
[0375] (Step S610-19) The main CPU 300a performs a reserve area setting process for storing the game status when the big role lottery is executed in a game status buffer, etc. In addition, in this reserve area setting process, when the result of the big role lottery is a big win, game status information to be set after the big role game, the type of big win symbol (special symbol determination data), etc. are stored in the reserve area of the main RAM 300c.
[0376] (Step S610-21) 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.
[0377] (Step S610-23) 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 S610-11 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.
[0378] (Step S610-25) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.
[0379] FIG. 36 is a flowchart illustrating the special symbol winning determination process (S611) according to the first embodiment.
[0380] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0381] (Step S611-3) The main CPU 300a loads the registered setting values in the setting value buffer.
[0382] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in step S611-3 is within the normal range. If it is determined that the value is within the normal range, the process proceeds to step S611-11. If it is determined that the value is not within the normal range, the process proceeds to step S611-7.
[0383] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal status).
[0384] (Step S611-9) The main CPU 300a sets the setting abnormality state command (sub-command) in the transmission buffer and ends the special symbol winning determination process. When this setting abnormality state command is sent to the sub-control board 330, a notification that a setting abnormality has occurred is issued.
[0385] (Step S611-11) The main CPU 300a refers to the big win determination random number judgment table corresponding to the information loaded in steps S611-1 and S611-3, and sets the lower and upper limits for determining a big win or a small win.
[0386] (Step S611-13) The main CPU 300a compares the big win determination random number transferred to the 0th storage unit with the above-mentioned lower limit value and upper limit value, and performs a determination process (big win lottery) to determine whether a big win or a small win has been won.
[0387] (Step S611-15) The main CPU 300a sets the result of the determination process in step S611-13 as determination information, and ends the special symbol winning determination process.
[0388] FIG. 37 is a flowchart illustrating the special symbol variable number determination process in the main control board 300 according to the first embodiment.
[0389] (Step S612-1) The main CPU 300a determines whether the fluctuation pattern selection status flag is 01H or greater. If it is determined that the fluctuation pattern selection status flag is 01H or greater, the process proceeds to step S612-3. If it is determined that the fluctuation pattern selection status flag is not 01H or greater, the process proceeds to step S612-5.
[0390] Here, there are five types of fluctuation pattern selection state flags: 00H, 01H, 02H, 03H, and 04H. Each fluctuation pattern selection state flag indicates a fluctuation state, with 00H corresponding to the normal fluctuation state, 01H corresponding to the first fluctuation state, 02H corresponding to the second fluctuation state, 03H corresponding to the third fluctuation state, and 04H corresponding to the fourth fluctuation state. The fluctuation state determines which table (reach group determination random number determination table, reach mode determination random number determination table, or fluctuation pattern random number determination table) is selected.
[0391] In the first to fourth variation states, it is specified which table to select for each number of times (number of variations) of the pattern variation display in each variation state. Therefore, when the variation pattern selection state flag is 01H or more, the main CPU 300a selects a preset table based on both the variation pattern selection state flag and the number of variations, and determines the variation information by referring to the selected table. On the other hand, in the normal variation state, regardless of the number of variations, it determines the variation information by referring to the table corresponding to the game state being set.
[0392] (Step S612-3) The main CPU 300a increments the fluctuation counter, which counts the number of fluctuations in the current fluctuation state.
[0393] (Step S612-5) The main CPU 300a determines whether the result of the major role lottery in step S611 is a big win or a small win. If it is determined to be a big win or a small win, the process proceeds to step S612-7, and if it is determined to be neither a big win nor a small win (a miss), the process proceeds to step S612-11.
[0394] (Step S612-7) The main CPU 300a loads the variation pattern selection state flag.
[0395] (Step S612-9) When the variation pattern selection status flag loaded in the above step S612-7 is 01H or more, the main CPU300a sets a reach mode determination random number judgment table based on the variation pattern selection status flag and the counter value of the variation number counter. Also, when the variation pattern selection status flag loaded in the above step S612-7 is 00H, the main CPU300a sets a reach mode determination random number judgment table corresponding to the current game status and reserved type.
[0396] (Step S612-11) If the hold type of the read hold is special 2 hold, the main CPU 300a checks the counter value of the special pattern 2 hold ball 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.
[0397] (Step S612-13) The main CPU 300a loads the variation pattern selection state flag.
[0398] (Step S612-15) If the variation pattern selection status flag loaded in step S612-13 is 01H or higher, the main CPU300a sets a reach group determination random number judgment table based on the variation pattern selection status flag, the counter value of the variation count counter, the hold type, and the number of holds confirmed in step S612-11.On the other hand, if the variation pattern selection status flag loaded in step S612-13 is 00H, the main CPU300a sets a corresponding reach group determination random number judgment table based on the current game state, the number of holds confirmed in step S612-11, and the hold type.Then, the reach group (group type) is determined based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th memory unit in step S610-11.
[0399] (Step S612-17) The main CPU 300a sets a random number judgment table for determining a reach mode when losing, which corresponds to the group type determined in step S612-15.
[0400] (Step S612-19) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-9 or the above step S612-17 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-11. Here, a variation pattern random number judgment table is determined together with the variation mode number.
[0401] (Step S612-21) The main CPU 300a sets the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-19 in the transmission buffer.
[0402] (Step S612-23) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-19 above and the variation pattern random number transferred to the 0th storage unit in step S610-11 above.
[0403] (Step S612-25) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-23 in the transmission buffer, and ends the special symbol variation number determination process.
[0404] 38 is a flowchart illustrating the special symbol variation process in the main control board 300 according to the first embodiment. This special symbol variation process is executed when the special game management phase is "01H".
[0405] (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.
[0406] (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.
[0407] (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 S610-17.
[0408] (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.
[0409] (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.
[0410] (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.
[0411] (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.
[0412] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0413] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-15 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.
[0414] (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.
[0415] (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.
[0416] 39 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to the first embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0417] (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.
[0418] (Step S630-3) The main CPU 300a checks the result of the big role lottery.
[0419] (Step S630-5) The main CPU 300a determines whether the result of the big win lottery is a jackpot. If it is determined to be a jackpot, the process proceeds to step S630-19. If it is determined not to be a jackpot, the process proceeds to step S630-7.
[0420] (Step S630-7) The main CPU 300a executes a count-off management process. Here, the special symbol probability state flag is loaded to check whether the current gaming state is a low-probability gaming state or a high-probability gaming state. If the gaming state is a high-probability gaming state, the counter value of the high-probability count-off counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the high-probability count-off counter, the special symbol probability state flag corresponding to the low-probability gaming state is set. As a result, in a high-probability gaming state, when a special symbol is confirmed a predetermined number of times without winning a jackpot, the gaming state transitions to a low-probability gaming state.
[0421] In addition, a time-saving state flag for identifying whether the game state is a non-time-saving state or a time-saving state is loaded, and it is confirmed whether the current game state is a non-time-saving state or a time-saving state. If the game state is a time-saving state, the counter value of the time-saving count counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the time-saving count counter, a time-saving state flag corresponding to the non-time-saving state is set. As a result, in the time-saving state, when a special symbol is confirmed a predetermined number of times without winning a jackpot, the game state transitions to a non-time-saving state.
[0422] (Step S631) The main CPU 300a performs a variable state update process to update the variable state, which will be described later with reference to FIG.
[0423] (Step S630-11) The main CPU 300a sets a game state confirmation designation command at the time of special symbol determination, which indicates the game state when the special symbol is determined, in a transmission buffer.
[0424] (Step S630-13) The main CPU 300a sets a count command for transmitting the high probability count and the time reduction count updated in the above step S630-7 to the sub-control board 330 in the transmission buffer.
[0425] (Step S630-15) The main CPU 300a determines whether the result of the big role lottery is a small win. If it is determined to be a small win, the process proceeds to step S630-21. If it is determined not to be a small win, the process proceeds to step S630-17.
[0426] (Step S630-17) The main CPU 300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. This ends the special game management process based on the reservation of 1, and if special 1 reservation or special 2 reservation is stored, processing to start the variable display of the special symbol based on the next reservation will be performed.
[0427] (Step S630-19) The main CPU 300a resets (sets) the gaming state to the initial state, that is, the low-probability gaming state and the non-time-shortening gaming state.
[0428] (Step S630-21) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.
[0429] (Step S630-23) The main CPU 300a performs a process for setting the maximum number of times a special electric device is activated. Specifically, by referencing the data set in step S630-21, a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as a counter value in the maximum number of times a special electric device is activated counter. This maximum number of times a special electric device is activated counter indicates the number of rounds that can be executed in the big role game that is about to start. Meanwhile, the main RAM 300c is provided with a counter for the number of consecutive times a special electric device is activated, and the current number of rounds is managed by adding "1" to the counter value of the counter for the number of consecutive times a special electric device is activated at the start of each round of play. Here, a process for resetting (updating to "0") the counter value of the counter for the number of consecutive times a special electric device is activated is also executed upon the start of the big role game.
[0430] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 and saves a predetermined opening time as a timer value in the special game timer.
[0431] (Step S630-27) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of a major win game or a minor win game to the sub-control board 330. This opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in the above step S630-25 is set in the transmission buffer.
[0432] (Step S630-29) If the result of the big win lottery confirmed in step S630-3 is a big win, the main CPU 300a updates the special game management phase to "03H", and if it is a small win, updates the special game management phase to "07H" and ends the special symbol stop symbol display process. This starts the big win game or small win game.
[0433] FIG. 40 is a flowchart illustrating the variable state update process in the main control board 300 according to the first embodiment.
[0434] (Step S631-1) The main CPU 300a determines whether the fluctuation pattern selection status flag is 01H or greater. If it is determined that the fluctuation pattern selection status flag is 01H or greater, the process proceeds to step S631-3. If it is determined that the fluctuation pattern selection status flag is not 01H or greater, the process proceeds to step S631-9.
[0435] (Step S631-3) The main CPU 300a determines whether the number of changes has reached a specified number of times. If it is determined that the number of changes has reached the specified number of times, the process proceeds to step S631-5. If it is determined that the number of changes has not reached the specified number of times, the process proceeds to step S631-9.
[0436] (Step S631-5) The main CPU 300a resets (to 0) the counter value (number of fluctuations) of the fluctuation number counter.
[0437] (Step S631-7) The main CPU 300a updates the variation pattern selection status flag to 00H.
[0438] (Step S631-9) The main CPU 300a loads the fluctuation pattern selection state flag, sets a fluctuation state designation command corresponding to the loaded fluctuation pattern selection state flag, and ends the fluctuation state update process.
[0439] 41 is a flowchart illustrating the process before opening the special prize opening in the main control board 300 according to the first embodiment. This process before opening the special prize opening is executed when the special game management phase is "03H" or "07H".
[0440] (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.
[0441] (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.
[0442] (Step S640-5) The main CPU 300a sets in the transmission buffer a special prize opening designation command for transmitting to the sub-control board 330 the start of opening of the first special prize opening 126 and the second special prize opening 128 (start of a round game).
[0443] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.
[0444] (Step S640-7) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H"), and ends the pre-opening process for the big prize opening.
[0445] FIG. 42 is a flowchart illustrating the process of switching between opening and closing the special prize opening in the main control board 300 according to the first embodiment.
[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 value of the special electric accessory opening / closing switching number (the number of times the first large prize opening 126 and the second large prize opening 128 are opened and closed during one round of play). If it is judged that the counter value is the upper limit value, the main CPU 300a ends the large prize opening opening / closing switching process, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641-3.
[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 first large prize opening solenoid 126c or the second large prize opening solenoid 128c, as well as timer data which is the energization time or de-energization time of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.
[0448] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a executes a large prize opening solenoid energization control process to start energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, or to stop energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c. By executing this large prize opening solenoid energization control process, the start or stop of energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is controlled in steps S400-31 and S400-33 above.
[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 first special winning opening 126 and the second special winning opening 128 in one time.
[0450] (Step S641-9) The main CPU 300a determines whether the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, i.e., whether control processing to start energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c has been performed in the above step S641-5. If it is determined that the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, the main CPU 300a proceeds to step S641-11, and if it is determined that the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is not in the energization start state, the main CPU 300a ends the large prize opening open / close switching processing.
[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] 43 is a flowchart illustrating the special prize opening control process in the main control board 300 according to the first embodiment. 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 count counter updated in step S500-9 has reached a specified number, i.e., whether the same number of game balls as the maximum number of wins in one round have entered the first special prize opening 126 or the second special prize opening 128. If it is determined that the specified number has not been reached, the main CPU 300a terminates the special prize opening opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0457] (Step S650-7) The main CPU 300a stops the energization of the first major prize opening solenoid 126c and the second major prize opening solenoid 128c and executes the major prize opening closing process required to close the first major prize opening 126 and the second major prize opening 128. As a result, the first major prize opening 126 and the second major prize opening 128 are closed.
[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 first special prize opening 126 and the second special prize opening 128 have been closed in the transmission buffer, and ends the special prize opening opening control process.
[0461] 44 is a flowchart illustrating the special prize opening closure validity process in the main control board 300 according to the first embodiment. 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 "03H". Note that if the special game management phase is "09H", 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 executes an ending time setting process for saving the ending time in a special game timer.
[0467] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0468] (Step S660-13) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer, and ends the big prize opening closure validity processing.
[0469] 45 is a flowchart illustrating the special prize opening end wait process in the main control board 300 according to the first embodiment. This special prize opening end wait process is executed when the special game management phase is "06H" or "0AH".
[0470] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the large prize winning port end wait process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S670-3.
[0471] (Step S670-3) The main CPU 300a executes a state setting process to set the game state after the big win game ends. Here, the game state after the big win game ends is set based on the jackpot symbol that triggered the execution of the big win game. Specifically, if the jackpot symbol that triggered the execution of the big win game is special symbol B or C, the game state is set to a high probability game state and a time-saving game state, and the number of high probability and time-saving times is set to 10,000. Also, if the jackpot symbol that triggered the execution of the big win game is special symbol A, the game state is set to a low probability game state and a time-saving game state, and the number of time-saving times is set to 100.
[0472] In addition, here, a process is also performed to set the fluctuation pattern selection state flag and the number of fluctuations in order to set the fluctuation state after the end of the big win game or the small win game, based on the big win pattern that triggered the execution of the big win game or the small win pattern that triggered the execution of the small win game.
[0473] (Step S670-5) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state to be set after the big win game ends.
[0474] (Step S670-7) The main CPU 300a sets in the transmission buffer the number-of-times designation command corresponding to the high probability number of times and the time-shortening number of times saved in step S670-3 above.
[0475] (Step S670-9) The main CPU 300a sets in the transmission buffer a variable state designation command for transmitting the variable state to be set after the end of the big win game or the small win game.
[0476] (Step S670-11) The main CPU 300a updates the special game management phase to "00H" and ends the waiting process for the end of the special winning slot. As a result, if the special 1 reserve or the special 2 reserve is stored, the variable display of the special symbol will be resumed.
[0477] 46 is a diagram illustrating the normal game management phase according to Example 1. As already explained, in Example 1, the processing related to the normal game triggered by the passage of the gaming 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.
[0478] As shown in FIG. 46, 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.
[0479] FIG. 47 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to the first embodiment.
[0480] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0481] (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.
[0482] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.
[0483] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.
[0484] 48 is a flowchart illustrating the normal symbol change waiting process in the main control board 300 according to the first embodiment. This normal symbol change waiting process is executed when the normal game management phase is "00H".
[0485] (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.
[0486] (Step S710-3) The main CPU 300a transfers the regular symbol reserves (winning random numbers) stored in the first to fourth memory sections of the regular symbol reserve memory area in blocks to the memory section with the next smaller ordinal number. Specifically, the regular symbol reserves stored in the second to fourth memory sections are transferred to the first to third memory sections. The main RAM 300c also has a zeroth memory section to be processed, and the regular symbol reserve stored in the first memory section is transferred to the zeroth memory section. In this regular symbol memory area shift process, the counter value of the regular symbol reserve ball count counter is decremented by "1," and a regular symbol reserve decrement command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.
[0487] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th memory unit, selects a winning determination random number judgment table corresponding to the current game state, performs a regular symbol lottery, and executes a regular symbol winning determination process that stores the lottery results.
[0488] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S710-5. In the first embodiment, the normal symbol display 168 is composed of one LED lamp, and in the case of a win, the normal symbol display 168 is turned on, and in the case of a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether or not the normal symbol display 168 is ultimately turned on. For example, in the case of a win, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.
[0489] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.
[0490] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning determination random number transferred to the 0th storage unit in the above step S710-3 and the normal symbol variation time data table set in the above step S710-9.
[0491] (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.
[0492] (Step S710-15) The main CPU 300a executes a process of setting a normal symbol display symbol counter in order to start the variable display of normal symbols in the normal symbol display device 168. When the counter value of this normal symbol display symbol counter is set to, for example, "0", the normal symbol display device 168 is controlled to be turned on, and when the counter value is set to "1", the normal symbol display device 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter when the variable display of normal symbols starts.
[0493] (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.
[0494] (Step S710-19) The main CPU 300a sets the normal pattern designation command in the transmission buffer based on the normal pattern stop pattern number determined in step S710-7 above, i.e., the pattern type (winning pattern or losing pattern) determined by the normal pattern winning determination process.
[0495] (Step S710-20) The main CPU 300a stores the current game state as the game state at the start of the normal game change.
[0496] (Step S710-21) The main CPU 300a determines whether the current gaming state is a time-shortened gaming state. If it is determined that the current gaming state is a time-shortened gaming state, the process proceeds to step S710-23. If it is determined that the current gaming state is not a time-shortened gaming state, the process proceeds to step S710-29.
[0497] (Step S710-23) The main CPU 300a decrements the counter value of the normal fluctuation cut-off counter.
[0498] (Step S710-25) The main CPU 300a determines whether the counter value updated in step S710-23 is 0. If it is determined that the counter value is 0, the process proceeds to step S710-27, and if it is determined that the counter value is not 0, the process proceeds to step S710-29.
[0499] (Step S710-27) The main CPU 300a sets the game state to a non-time-reduction game state. Also, here, the counter values of the special 2 time-reduction count cut counter, the total time-reduction count cut counter, and the normal figure fluctuation count counter are reset (to 0).
[0500] (Step S710-29) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0501] 49 is a flowchart illustrating the normal symbol variation process in the main control board 300 according to the first embodiment. This normal symbol variation process is executed when the normal game management phase is "01H".
[0502] (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.
[0503] (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.
[0504] (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.
[0505] (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.
[0506] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally turned on or off, and the result of the normal symbol lottery is announced.
[0507] (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.
[0508] (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.
[0509] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.
[0510] 50 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 according to the first embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0511] (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.
[0512] (Step S730-3) The main CPU 300a checks the result of the regular lottery.
[0513] (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.
[0514] (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.
[0515] (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.
[0516] (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.
[0517] 51 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300 according to the first embodiment. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".
[0518] (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.
[0519] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.
[0520] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric accessory winning opening pre-processing.
[0521] FIG. 52 is a flowchart illustrating the normal electric role winning opening / closing switching process in the main control board 300 according to the first embodiment.
[0522] (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.
[0523] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (power-on control data or power-off control data) for controlling the power supply to the normal electric role solenoid 122c based on the counter value of the normal electric role opening / closing switching count counter, and timer data which is the power supply time (solenoid power supply time) or power-off time (normal power closing effective time = pause time) of the normal electric role solenoid 122c.
[0524] (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.
[0525] (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.
[0526] (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.
[0527] (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.
[0528] 53 is a flowchart explaining the normal electric device winning opening control process in the main control board 300 according to the first embodiment. This normal electric device winning opening control process is executed when the normal game management phase is "04H".
[0529] (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.
[0530] (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.
[0531] (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.
[0532] (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.
[0533] (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.
[0534] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.
[0535] (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.
[0536] 54 is a flowchart explaining the normal electric device winning hole closure validity process in the main control board 300 according to the first embodiment. This normal electric device winning hole closure validity process is executed when the normal game management phase is "05H".
[0537] (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.
[0538] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.
[0539] (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.
[0540] 55 is a flowchart explaining the normal electric device winning port end wait processing in the main control board 300 according to the first embodiment. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".
[0541] (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.
[0542] (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 S770-13.
[0543] (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).
[0544] (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.
[0545] (Step S770-9) The main CPU 300a sets the gaming state to the non-time-shortening gaming state.
[0546] (Step S770-11) The main CPU 300a executes the above-mentioned game state change designation command setting process.
[0547] (Step S770-13) 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.
[0548] As described above, the main control board 300 executes various processes to allow the special game and normal game to proceed, and while these games are in progress, the sub-control board 330 performs control to execute various effects based on commands sent from the main control board 300.
[0549] 56 is a diagram illustrating an example of a variation effect of a no-reach variation pattern according to the first embodiment. As described above, when a big role lottery is performed on the main control board 300, a variation effect is executed to notify the result of the big role lottery while the special symbol is being displayed, that is, over the time the special symbol is being displayed. In this variation effect, various background images are displayed on the main performance display unit 200a, and the performance symbols 210a, 210b, and 210c are displayed superimposed on these background images. During the variation effect, sound is output from the audio output device 206 in accordance with the image displayed on the main performance display unit 200a, the performance lighting device 204 is controlled to light up, and the performance role device 202 is controlled to move, but detailed explanations will be omitted here.
[0550] The variable effects in the first embodiment are broadly divided into a no-reach variable pattern and a reach variable pattern. In the variable effect of the no-reach variable pattern, a background image (not shown) is displayed on the main effect display unit 200a, and the effect symbols 210a, 210b, and 210c are superimposed on this background image and displayed. For example, as shown in FIG. 56(a), the effect symbols 210a, 210b, and 210c are displayed stationary in a combination indicating that the big role lottery result was a miss. In this state, when a new special symbol is displayed, as the variable display of the special symbol begins, the three effect symbols 210a, 210b, and 210c begin to display (scroll) as shown in FIG. 56(b). Note that the downward-pointing white arrow in the figure indicates that the effect symbols 210a, 210b, and 210c are displayed scrolling vertically.
[0551] Then, as shown in Fig. 56(c), first, the effect symbol 210a is stopped and displayed, and then, as shown in Fig. 56(d), the effect symbol 210c, which is different from the effect symbol 210a, is stopped and displayed. Then, after the variable display of the special symbol has ended, at almost the same timing as the special symbol is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, the effect symbol 210b is stopped and displayed, as shown in Fig. 56(e), and the result of the big role lottery is notified to the player by the final stopped display mode of the three effect symbols 210a, 210b, and 210c at this time.
[0552] Figure 57 is a diagram illustrating an example of the variation presentation of a normal reach variation pattern according to the first embodiment. In the first embodiment, the reach variation pattern is roughly divided into a normal reach variation pattern, an advanced reach variation pattern, and a pseudo-continuous reach variation pattern. In the variation presentation of the normal reach variation pattern, similar to the variation presentation of the no-reach variation pattern, the variation presentation of the special pattern starts with the start of the variation presentation of the special pattern, and as shown in Figure 57(a), the variation presentation of the performance pattern 210a is first stopped and displayed. After that, as shown in Figure 57(b), the same performance pattern 210c as the performance pattern 210a is stopped and displayed.
[0553] In this way, when the main effect display unit 200a displays the same effect symbols 210a and 210c in a stopped state, as shown in FIG. 57(c), the word "reach" is displayed superimposed on the effect symbols 210a and 210c in the main effect display unit 200a. Note that there are multiple types of reach states, and the same effect symbols 210a and 210c with any of the numbers "1" to "9" written on them are stopped and displayed. Thereafter, as shown in FIG. 57(d), the shapes of the effect symbols 210a and 210c are changed from those before the reach state, and the variable display continues. Then, as shown in FIG. 57(e), finally, an effect symbol 210b different from the effect symbols 210a and 210c is stopped and displayed, and the player is notified that the result of the big role lottery was a loss.
[0554] Fig. 58 is a diagram illustrating an example of the variation effect of the advanced reach variation pattern at the time of a miss according to the first embodiment, and Fig. 59 is a diagram illustrating an example of the variation effect of the advanced reach variation pattern at the time of a jackpot according to the first embodiment. As shown in Figs. 58(a)-(d) and 59(a)-(d), the variation effect of the advanced reach variation pattern is similar to the variation effect of the normal reach variation pattern, in that the main effect display unit 200a displays the effect symbols 210a and 210c in a reach mode, and then a reach variation effect is executed in which a predetermined development image (video) is played and displayed. In this reach variation effect, for example, as shown in Figs. 58(e) and 59(e), a mission is displayed on the main effect display unit 200a, and images for achieving the mission are displayed as shown in Figs. 58(f), (g) and 59(f), (g).
[0555] Here, the development images for reach development effects are roughly divided into a loss pattern and a jackpot pattern, and in the development image for a loss pattern, an image indicating failure of the mission is finally displayed as shown in Fig. 58(h), and then, as shown in Fig. 58(i), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a loss. On the other hand, in the development image for a jackpot pattern, an image indicating success of the mission is finally displayed as shown in Fig. 59(h), and then, as shown in Fig. 59(i), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a jackpot.
[0556] The reach development effects include, for example, mission effects in which development images showing the content of a mission being taken on are displayed, and battle effects in which development images showing an ally character fighting an enemy character are displayed, as described above. The mission effects have a plurality of execution patterns that differ in the content of the mission, and the battle effects have a plurality of execution patterns that differ in the characters that appear and the fighting methods. As described above, the execution patterns of the mission effects are broadly divided into jackpot patterns in which the mission is accomplished and failure patterns in which the mission is failed, and the execution patterns of the battle effects are similarly broadly divided into jackpot patterns in which the ally character wins against the enemy character and failure patterns in which the ally character is defeated by the enemy character.
[0557] The big win pattern and the losing pattern are composed of the same content until the end of the performance, and differ in whether the ally character ultimately wins or loses, or whether the mission is accomplished or not. Therefore, during the reach development performance, the player cannot distinguish the result of the big role lottery until the end of the variable performance, and the player is given a sense of expectation of a big win.
[0558] The big win pattern is selected only when the result of the big win lottery is a big win, and the miss pattern is selected only when the result of the big win lottery is a miss. However, in one variable performance, the reach development performance may be executed twice, in which case the first reach development performance is executed as a miss pattern, and the second reach development performance is executed as a miss pattern or a big win pattern. Below, we will explain the flow of the performance when the reach development performance is executed twice in one variable performance.
[0559] Figure 60 is a diagram illustrating an example of a variable effect when the reach development effect according to the first embodiment is executed twice. For example, after the effect symbols 210a and 210c are displayed in a reach mode, a mission effect is executed as shown in Figures 60(a) and 60(b). Up to this point, there is no difference from when the reach development effect is executed only once in one variable effect, but immediately after it is notified that the mission has not been achieved, "REACH UP" is displayed on the main effect display section 200a as shown in Figure 60(c).
[0560] After that, as shown in Fig. 60(d), a development image for a battle effect is displayed on the main effect display section 200a, and a second reach development effect is started. This development image for the battle effect shows a battle between an ally character and an enemy character, and when a jackpot is won, as shown in Fig. 60(e), the ally character ultimately wins over the enemy character, and as shown in Fig. 60(f), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that indicates a jackpot. On the other hand, when a loss occurs, as shown in Fig. 60(g), the ally character ultimately loses to the enemy character, and as shown in Fig. 60(h), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that indicates a loss.
[0561] Figure 61 is a diagram illustrating an example of the variation effect of the pseudo-continuous reach variation pattern according to the first embodiment. As shown in Figure 61(a), when the variation display of the performance symbols 210a, 210b, and 210c starts, the performance symbols 210a, 210b, and 210c are temporarily stopped and displayed in one of a plurality of types of pseudo patterns provided in advance, as shown in Figure 61(b). This pseudo pattern is, for example, a temporary stop display of the same performance symbols 210a and 210b and a performance symbol 210c with a number "2" larger than these performance symbols 210a and 210b.
[0562] When the performance symbols 210a, 210b, and 210c are temporarily stopped in a pseudo mode, the variable display of the performance symbols 210a, 210b, and 210c is resumed as shown in Fig. 61(c). In other words, the pseudo mode can be said to indicate the re-variable display of the performance symbols 210a, 210b, and 210c. After that, as shown in Fig. 61(d), the performance symbols 210a, 210b, and 210c are temporarily stopped again in a pseudo mode.
[0563] Then, as shown in Figure 61(e), when the variable display of the performance patterns 210a, 210b, and 210c resumes, the performance patterns 210a and 210c are displayed in a reach mode as shown in Figure 61(f), and thereafter, as shown in Figures 61(g) to (i), the reach development performance is executed in the same manner as the developed reach variation pattern, and the result of the big role lottery is notified to the player.
[0564] In this way, the content of the pseudo-continuous reach fluctuation pattern's fluctuation performance until the performance symbols 210a, 210c reach a reach state is different from that of the developed reach fluctuation pattern, and after the reach state is reached, the fluctuation performance proceeds in the same way as the developed reach fluctuation pattern.
[0565] In the pseudo-continuous reach fluctuation pattern, a plurality of fluctuation display patterns of the performance symbols 210a, 210b, and 210c until the reach state is reached are provided, and the number of temporary stop displays of the performance symbols 210a, 210b, and 210c, in other words, the number of times of variable display of the performance symbols 210a, 210b, and 210c, is different for each fluctuation display pattern. This variable display pattern is determined by a fluctuation mode command, and the selection ratio of the fluctuation mode command when a jackpot is won and when a jackpot is lost is set so that the more the number of temporary stop displays (variable displays) of the performance symbols 210a, 210b, and 210c, the higher the possibility (hereinafter referred to as "reliability") that a jackpot will finally be announced.
[0566] Specifically, if the result of the big role lottery is a big win, the selection ratio of the variable mode command with a large number of variable display times is set higher than the selection ratio of the variable mode command with a small number of variable display times, and if the result of the big role lottery is a loss, the selection ratio of the variable mode command with a small number of variable display times is set higher than the selection ratio of the variable mode command with a large number of variable display times.
[0567] Furthermore, in the main control board 300, the reliability of the pseudo-continuous reach fluctuation pattern is set to be higher than the reliability of the extended reach fluctuation pattern. Therefore, the reliability is suggested by the number of times the performance symbols 210a, 210b, and 210c are temporarily stopped (varied), and the player watches the progress of the performance while hoping that the performance symbols 210a, 210b, and 210c will be temporarily stopped (varied) more often.
[0568] The execution pattern of the above-mentioned variable performance is determined and controlled by the sub-control board 330 based on the variable command determined by the main control board 300. In other words, it can be said that the execution pattern of the variable performance is determined in cooperation between the main control board 300 and the sub-control board 330.
[0569] FIG. 62 is a diagram illustrating the variable effect determination table according to the first embodiment. FIG. 62(a) shows the first half variable effect determination table, and FIG. 62(b) shows the second half variable effect determination table. As described above, when a major role lottery is performed in the main control board 300, a variable command is determined based on the result of the major role lottery, and each determined command is sent to the sub-control board 330. When the sub-control board 330 receives a variable mode command, it obtains a random number of 1 from the range of 0 to 249 and, by referring to the first half variable effect determination table, determines the execution pattern of the variable effect for the first half based on the obtained random number and the received variable mode command. When a variable pattern command is received, it obtains a random number of 1 from the range of 0 to 249 and, by referring to the second half variable effect determination table, determines the execution pattern of the variable effect for the second half based on the obtained random number and the received variable pattern command. Note that FIG. 62 shows only a portion of the first half variable effect determination table and the second half variable effect determination table.
[0570] As shown in Fig. 62, according to the first half variable performance determination table, a selection ratio for the execution pattern of the first half variable performance is set for each variable mode number (variation mode command), and according to the second half variable performance determination table, a selection ratio for the execution pattern of the second half variable performance is set for each variable pattern number (variation pattern command). Then, by combining and executing the execution patterns of the determined first and second half variable performances, one variable performance is executed.
[0571] The no-reach fluctuation pattern is executed when the first half execution pattern is set to "None," indicating that the first half fluctuation pattern will not be executed, and the second half execution pattern is set to "Normal Miss 1," "Normal Miss 2," "Special Miss 1," or "Special Miss 2," corresponding to the no-reach fluctuation pattern. For example, when a fluctuation mode command corresponding to the fluctuation mode number "01H," indicating that the first half fluctuation pattern will not be executed, is received, the sub-control board 330 always determines "None" as the first half execution pattern. Furthermore, the selection ratio is set in the second half fluctuation pattern determination table so that only "Normal Miss 1," "Normal Miss 2," "Special Miss 1," or "Special Miss 2" can be simultaneously received as the fluctuation pattern command. Therefore, by determining "None" as the first half execution pattern and determining "Normal Miss 1," "Normal Miss 2," "Special Miss 1," or "Special Miss 2" as the second half execution pattern, the execution pattern of the fluctuation effect is determined to be the no-reach fluctuation pattern.
[0572] On the other hand, the variation performance of the reach variation pattern is executed when a pattern other than "none" is determined as the execution pattern of the first half, and when any of the reach development performances (shown as developments 1 to 5 in the figure) is determined as the execution pattern of the second half. In other words, when the variation performance of the reach variation pattern is executed in the main performance display unit 200a, a variation mode command corresponding to a variation mode number other than the variation mode number = 01H is always received, and a variation pattern command corresponding to a variation pattern number for which any of developments 1 to 5 is determined is received.
[0573] Here, in Figure 62(a), "Normal Reach 1" and "Normal Reach 2" in the first half of the execution pattern respectively indicate the background image and the variable display pattern of the effect symbols 210a, 210b, 210c displayed on the main effect display unit 200a until the effect symbols 210a, 210b, 210c reach the reach state, more specifically, until the reach development effect starts, among the variable effects of the normal reach variation pattern. These image patterns are designed in advance to match the time of the variable display of the special symbol associated with the variation mode number, and for example, when "Normal Reach 1" is determined, the images shown in Figures 57(a) to (d) will be displayed on the main effect display unit 200a.
[0574] Also, in Figure 62 (a), "pseudo 2a" and the like in the execution pattern of the first half indicate the display pattern of the main variation effect image displayed on the main effect display unit 200a until the reach development effect starts, among the variation effects of the pseudo continuous reach variation pattern, that is, the execution pattern of the pattern display effect in which the effect symbols 210a, 210b, and 210c are displayed in a variable manner. For example, "pseudo 2a" indicates that the pseudo continuous reach variation pattern of "pseudo 2" in which the variation display number of the effect symbols 210a, 210b, and 210c is two, and the main variation effect image is display pattern a. Also, "pseudo 3b" indicates that the pseudo continuous reach variation pattern of "pseudo 3" in which the variation display number of the effect symbols 210a, 210b, and 210c is three, and the main variation effect image is display pattern b.
[0575] In the first half variation effect determination table and the second half variation effect determination table shown in Figure 62, the selection ratio is set so that the variation effects of the no-reach variation pattern and the normal reach variation pattern are executed only when the result of the big role lottery is a miss. Also, the developed reach variation pattern and the pseudo-continuous reach variation pattern are determined both when there is a miss and when there is a jackpot, but the developed reach variation pattern has a higher selection ratio when there is a miss and a lower selection ratio when there is a jackpot than the pseudo-continuous reach variation pattern. In this way, by setting the selection ratio when there is a miss and when there is a jackpot, the pseudo-continuous reach variation pattern is set to have a higher reliability than the developed reach variation pattern.
[0576] Furthermore, in the pseudo-successive reach fluctuation pattern, the more the number of pseudo times, the higher the selection ratio at the time of big win and the lower the selection ratio at the time of miss, and the more the number of pseudo times, the higher the reliability is set.
[0577] As described above, the general flow of the variable performance is determined by the variable performance determination table, but at the start of the variable performance, the execution possibility and execution pattern of various element performances that make up the variable performance are further determined based on the variable mode command or the variable pattern command. Here, the element performance refers to all performances that make up the variable performance, such as the variable display of the performance symbols 210a, 210b, and 210c on the main performance display unit 200a, the development image displayed on the main performance display unit 200a in the reach development performance, and even the performance that moves the performance role device 202. In the embodiment, as element performances that make up the variable performance, preview performances (suggestive performances) are executed at various times during the variable performance.
[0578] This preview effect is an effect in which a predetermined image is displayed on the main effect display unit 200a or the effect role device 202 is moved at a predetermined timing at the start of a variation effect, when the variation effects of the pseudo-continuous reach variation pattern are re-varied and displayed, and further during a reach development effect, and the possibility of execution and the execution pattern are determined for each preview effect. Each preview effect has a plurality of types of execution patterns, and for each of the plurality of execution patterns, a selection ratio is set for each variation pattern command or variation mode command, in other words, for each possibility of winning a jackpot, and an expected value is set for each execution pattern according to this selection ratio.
[0579] As explained above, when the sub-control board 330 receives a variation command, the execution pattern of the variation effect, whether or not each element effect can be executed, and the execution pattern are determined, and the variation effect is executed while the special symbol is being varied. In this way, the variation effect is executed once for one variation display of the special symbol, but in the embodiment, a variation effect spanning multiple variations of the special symbol is also executed.
[0580] FIG. 63 is a diagram illustrating an example of a hold display effect according to the first embodiment. A hold display area 211 is provided below the main effect display unit 200a. Although not shown in FIGS. 55 to 60, the hold display area 211 is always displayed on the main effect display unit 200a, even during variable effects and while waiting for a game. During variable effects, a hold display effect is performed in this hold display area 211. In the hold display effect, a hold display 212a indicating a hold read into the processing area (zeroth memory unit) during a major role lottery, a first hold display 212b, a second hold display 212c, a third hold display 212d, and a fourth hold display 212e indicating holds stored in the first to fourth memory units of the first special symbol hold memory area, respectively, are displayed in the hold display area 211. Note that, hereinafter, the hold display 212a and the first to fourth hold displays 212b to 212e are collectively referred to as hold display 212.
[0581] For example, when a special symbol is being displayed in a variable manner and four special 1 reserves are stored in the main RAM 300c, as shown in FIG. 63(a), the reserve display 212a, the first reserve display 212b to the fourth reserve display 212e, a total of five reserve displays 212 are displayed in the reserve display area 211. Then, from this state, the variable display of the special symbol ends, the special 1 reserve stored in the first memory unit is read into the processing area (0th memory unit), and a major role lottery is performed, and the reserve shift processing of the main RAM 300c is executed, as shown in FIG. 63(b), the reserve display 212a is erased, and the first reserve display 212b to the fourth reserve display 212e are moved one position to the left and displayed. Furthermore, when the next special 1 reserve is read from this state, as shown in FIG. 63(c), each reserve display 212 is further moved and displayed. In this way, the hold display effect is an effect that notifies the player of the number of special 1 holds stored in the main RAM 300c.
[0582] In addition, multiple display patterns for the reserved ball display 212 are provided, with each display pattern having a different display color. When a reserved ball is stored, the main control board 300 executes an acquisition effect determination process (step S536) and transmits a look-ahead designation command to the sub-control board 330, indicating the variable information to be determined when the newly stored reserved ball is read into the zeroth memory unit. Upon receiving the look-ahead designation command, the sub-control board 330 determines the display pattern for the reserved ball display corresponding to the newly stored reserved ball based on the received command. At this time, a selection ratio for each display pattern is set for each look-ahead designation command, i.e., for each variable information to be determined when the newly stored reserved ball is read in the major role lottery. In other words, because the selection ratio for each display pattern is set according to the probability of winning a jackpot and the execution pattern of the variable effects, the display pattern of the reserved ball display 212 indicates the reliability (expected value) of the jackpot.
[0583] Figure 64(a) is a diagram explaining the final hold display pattern determination table, and Figure 64(b) is a diagram explaining the previous hold display pattern determination table. As described above, in the acquisition time performance determination process in the main control board 300, a look-ahead designation command indicating the variation mode number and variation pattern number to be determined when a newly stored hold is read out is sent to the sub-control board 330. In other words, the look-ahead designation command is a command that transmits the variation mode number and variation pattern number to be determined when the hold is read out to the sub-control board 330. According to the final hold display pattern determination table, a selection ratio of the display pattern of the hold display 212 is set for each look-ahead designation command (variation pattern number), and when a look-ahead designation command is received, the final display pattern of the hold display 212, i.e., the final display pattern of the hold display 212a, is determined.
[0584] According to the final hold display pattern determination table shown in Fig. 64(a), one of eight display patterns, "default (white)", "blinking", "blue", "yellow", "green", "black", "red", and "premium (rainbow)", is determined. Then, once the final display pattern of the hold display 212a is determined, the display pattern of the hold display 212 displayed before that is determined by referring to the previous hold display pattern determination table shown in Fig. 64(b). According to this previous hold display pattern determination table, for each display pattern of the hold display 212, a selection ratio of the display pattern of the hold display 212 to be displayed before the moving display is set.
[0585] For example, when a hold is stored in the second memory section of the first special symbol hold memory area in the main control board 300, the final display pattern of the hold display 212a is determined by referring to the final hold display pattern determination table. In this case, the display pattern of the first hold display 212b is then determined by referring to the previous hold display pattern determination table. At this time, the display pattern of the first hold display 212b is determined based on the previously determined final display pattern of the hold display 212a. For example, if the final display pattern of the hold display 212a is "blue," then according to the previous hold display pattern determination table, the display pattern of the first hold display 212b is determined to be "flashing" with a probability of 200 / 250, and "blue" with a probability of 50 / 250.
[0586] In this way, once the display pattern of the first hold display 212b is determined, the display pattern of the second hold display 212c is determined again based on the display pattern of the first hold display 212b previously determined, by referring to the previous hold display pattern determination table.
[0587] As described above, when a hold is stored, first, the final display pattern of the hold display 212a is determined, and then, based on the determined final display pattern of the hold display 212a, the display pattern of the first hold display 212b is determined, and so on, so that the display patterns are determined in reverse order in the display order. Note that, according to the previous hold display pattern determination table, a selection ratio is set so that only a display pattern that is the same as the previously determined display pattern of the hold display 212 or a display pattern with low reliability is determined.
[0588] As described above, in the reserved display effect, a plurality of display patterns with different expected values for the award of a predetermined gaming profit are provided for the reserved display 212. Then, from the time when the reserved display 212 is first displayed on the main effect display unit 200a until it is finally erased, the reserved display 212 may be displayed in one display pattern, or the display pattern may change during the display period.
[0589] In the first embodiment, the timing at which the display pattern of the hold display 212 changes includes the timing at which the hold display 212 moves to the first hold display 212b to the third hold display 212d, and a predetermined timing during the variable presentation related to the target hold. When the first hold display 212b to the fourth hold display 212e are displayed in a display pattern other than the default, the hold display presentation functions as a pre-reading presentation.
[0590] FIG. 65 is a diagram illustrating an example of a look-ahead notice effect according to the first embodiment. The look-ahead notice effect is an effect that is executed with any one of the reserved items as the target reserve, and suggests the reliability of a big win or small win for the target reserve. Hereinafter, a change effect that is executed when the target reserve is read out will be called a target change effect, and a change effect that is executed before the target change effect will be called a pre-target change effect. Here, a case will be described in which the special 1 reserve is the target reserve, and a look-ahead notice effect (hereinafter sometimes referred to as a "chance eye look-ahead effect") is executed in which the effect patterns 210a, 210b, and 210c are stopped and displayed in a predetermined specific manner in multiple pre-target change effects related to the special 1 change.
[0591] In addition, here, the fourth change performance is a target change performance, and in each of the three previous target change performances, a pre-reading notice performance is executed in which the performance symbols 210a, 210b, and 210c are stopped in a specific manner. In this example, the pre-reading notice performance is executed simultaneously with the pre-reading notice performance, and the hold display performance is executed as a pre-reading performance.
[0592] As shown in Figure 65(a), the first target-front variable effect has started, and the variable display of the effect symbols 210a, 210b, and 210c has started. At this time, the third hold display 212d, which indicates the target hold, is displayed in blue, for example. After that, as shown in Figure 65(b), the effect symbols 210a, 210b, and 210c are displayed stopped in a combination that indicates a miss, and the first target-front variable effect ends. At this time, the effect symbols 210a, 210b, and 210c are displayed stopped in the order of "1," "2," and "3."
[0593] Next, as shown in Figure 65(c), the reserved display 212 is shifted to the left, and the second target-front variation effect begins. At this time, the reserved display 212, which has shifted from the third reserved display 212d to the second reserved display 212c, changes from blue to, for example, yellow. Then, as shown in Figure 65(d), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that indicates a miss, and the second target-front variation effect ends. At this time, the effect symbols 210a, 210b, and 210c are stopped and displayed in the order of "2," "3," and "4."
[0594] Next, as shown in Figure 65(e), the reserved display 212 is shifted to the left, and the third target-front variation effect begins. At this time, the reserved display 212, which has shifted from the second reserved display 212c to the first reserved display 212b, remains yellow. Then, as shown in Figure 65(f), the effect symbols 210a, 210b, and 210c are displayed stopped in a combination that indicates a miss, and the third target-front variation effect ends. At this time, the effect symbols 210a, 210b, and 210c are displayed stopped in the order of "3," "4," and "5."
[0595] Then, as shown in Figure 65(g), when the target variation effect starts, the hold display 212 that has shifted from the first hold display 212b to the hold display 212a changes from yellow to, for example, red. As shown in Figure 65(h) and Figure 65(i), the target variation effect becomes a reach variation pattern in which the reach development effect is executed after the effect patterns 210a and 210c are displayed in reach.
[0596] Thus, in the pre-reading preview effect, the effect symbols 210a, 210b, and 210c are displayed consecutively in a predetermined specific pattern during each of the multiple pre-target variable effects. This creates a sense of anticipation in the player that a high probability of winning a jackpot will be displayed in the subsequent variable effects. Here, the specific pattern is such that the effect symbol 210b is displayed with a number "1" larger than the effect symbol 210a, and the effect symbol 210c is displayed with a number "1" larger than the effect symbol 210b. In other words, when the effect symbol 210a is "N," the effect symbols 210b and 210c are displayed in a "forward chance pattern" in which the numbers increase by one toward the right, such as "N+1" and "N+2," respectively. However, the specific pattern is not limited to this, and the effect symbols 210a, 210b, and 210c may also be displayed in an order such as "3," "2," and "1." That is, when the effect symbol 210a is "N", the effect symbols 210b and 210c may be stopped and displayed in a "reverse chance symbol mode" in which the symbols become smaller by one toward the right, such as "N-1" and "N-2", respectively. Also, the specific mode may be a mode in which the effect symbol 210c is stopped and displayed in a sequence such as "1", "1", and "2", with a number that is a predetermined number larger than the other effect symbols 210a and 210b. That is, when the effect symbols 210a and 210b are "N", the effect symbol 210c may be stopped and displayed in a "shifted chance symbol mode" in which only one effect symbol is stopped and displayed, such as "N+1".
[0597] Also, here, the numbers shown on the effect symbols 210a, 210b, and 210c increase by "1" for each pre-target variation effect. In other words, the specific pattern is different for each pre-target variation effect. However, in all pre-target variation effects, the effect symbols 210a, 210b, and 210c may be displayed in the same specific pattern. In any case, it is sufficient that the player can recognize that multiple pre-target variation effects executed consecutively have a relationship or continuity with each other.
[0598] In the first embodiment, the chance eye pre-reading effect using the effect symbols 210a, 210b, and 210c was described as an example of the pre-reading notice effect, but the pre-reading notice effect is not limited to this. For example, the pre-reading notice effect may be a background pre-reading effect that changes the background image or the effect state (presentation mode), a character pre-reading effect that changes the number of characters displayed, a count pre-reading effect that counts up or down a number, or a gimmick pre-reading using sound or lighting. In any case, the pre-reading notice effect may be an effect that allows the player to recognize that the multiple target pre-changing effects executed consecutively have a relationship or continuity with each other.
[0599] Figure 66 is a diagram illustrating the look-ahead preview performance decision table. When the sub-control board 330 receives a look-ahead designation command, it refers to the look-ahead preview performance decision table to determine whether or not to execute the look-ahead preview performance and the execution pattern. Here, as shown in Figure 66, multiple execution patterns for the look-ahead preview performance are provided, and when a decision other than no execution is made, that is, when it is decided to execute the look-ahead preview performance, the period from the next variation performance to the variation performance immediately before the target variation performance is specified as the variation performance before the target variation performance.
[0600] At this time, for example, the pre-reading notice performance is executed on the condition that the target pre-variable performance is 2 or more. Therefore, here, when two or more special 1 reserves are stored and a new special 1 reserve is stored, the pre-reading notice performance can be executed with the newly stored special 1 reserve as the target reserve. If a pre-reading designation command is received when two or more special 1 reserves are not stored, the pre-reading execution condition is deemed not to be established, and the lottery to determine whether or not to execute the pre-reading notice performance is not executed.
[0601] As described above, when a hold is stored, it is determined whether or not to execute a pre-reading notice performance. Here, the pre-reading notice performance using performance patterns 210a, 210b, and 210c has been described, but the content of the pre-reading notice performance is not limited to this. For example, a countdown performance may be executed each time the pre-target change performance ends, counting the number of changes until the target change performance. In any case, the pre-reading notice performance may be a performance that suggests, before the target change performance begins, that a hold with a high expectation has been stored.
[0602] The execution pattern of the pre-reading notice effect determined by the pre-reading notice effect determination table may be a pattern in which one pre-reading notice effect is executed, or a pattern in which multiple pre-reading notice effects are combined. For example, it may be a pattern in which a chance eye pre-reading effect and a background pre-reading effect are executed simultaneously.
[0603] In addition, the pre-reading preview performance determination table may be set to a lottery table according to the number of reserved items, or may have a pre-reading preview performance determination table that can be used for the lottery when the number of reserved items becomes one.
[0604] 67 is the first diagram illustrating an example of a blackout effect according to Example 1. In Example 1, when the variable display of the symbols on the first special symbol display device 160 or the second special symbol display device 162 is a variable display in which a losing symbol is finally stopped and displayed (losing variable), if a specific small win game is executed based on the entry of a game ball into the special electric operation port 129, the losing symbol will be forcibly stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162 during the variable display.
[0605] Specifically, as shown in Fig. 67(a), it is assumed that a variable effect related to a losing variation is being executed in the main effect display unit 200a. Also, it is assumed that the first hold display 212b is a hold display pattern other than the default (white). At this time, when a game ball enters the special electric operation port 129, the main control board 300 forcibly stops and displays a losing pattern on the first special pattern display 160 or the second special pattern display 162 that is currently displaying a variable effect, and sends an opening designation command to the sub-control board 330.
[0606] In this case, the sub-control board 330, upon receiving the opening designation command, executes a blackout effect in which the main effect display unit 200a gradually goes dark, as shown in Fig. 67(b). Note that in the first embodiment, a blackout effect is exemplified as a display for cutting the variable effect, but it may also be a whiteout or blur, a bug-eaten display in which part of the image is missing, or a fire spreading display in which the screen is burning up from below, and it is sufficient if it reduces the visibility of the image of the preview effect or the like currently being executed, and it is also possible to use different execution modes for the effect that cuts the variable effect depending on the situation such as the effect state (effect mode).
[0607] In the blackout effect that is executed when a win is lost, the mini effect symbols 213a, 213b, and 213c are displayed in a specific losing mode as shown in the figure. This notifies the player that a losing symbol has been stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162.
[0608] Also, the mini effect symbols 213a, 213b, and 213c that are displayed in a specific losing mode during the blackout effect have fixed numbers that are determined in advance (in the first embodiment, the mini effect symbols 213a, 213b, and 213c are stopped and displayed with the numbers "2," "4," and "6," respectively). In other words, the numbers of the mini effect symbols 213a, 213b, and 213c that are displayed during the blackout effect at the time of a losing win are stopped and displayed with fixed numbers, regardless of the numbers of the effect symbols 210a, 210b, and 210c that would have been displayed if the blackout effect had not been executed. In other words, the specific losing patterns of mini performance symbols 213a, 213b, and 213c are fixed combinations regardless of the stop display pattern of performance symbols 210a, 210b, and 210c (except when "2," "4," and "6" are designed to be determinable as the normally stoppable losing patterns of performance symbols 210a, 210b, and 210c).
[0609] Here, the performance symbols 210a, 210b, 210c and the mini performance symbols 213a, 213b, 213c are numbers, but these are not limited to numbers. For example, the performance symbols 210a, 210b, 210c and the mini performance symbols 213a, 213b, 213c may be kana characters, kanji characters, alphabets, etc. In any case, the mini performance symbols 213a, 213b, 213c may be fixed display modes or combinations regardless of the performance symbols 210a, 210b, 210c that were determined at the start of the variable performance.
[0610] In addition, a right-hit notification image 214 is displayed, which suggests that the game ball should be launched into the second game area 116b, based on the game ball entering the special electric activation port 129. The right-hit notification image 214 suggests that the game ball should be launched into the first big winning port 126.
[0611] Furthermore, when a gaming ball enters the special electric operation port 129, an effect cut image 215 is displayed to notify that the variable effect has been cut. Here, the effect cut image 215 is displayed in the upper left of the main effect display section 200a because there is a risk that the visibility may be impaired by the operation of the effect gimmick device 202. However, the effect cut image 215 may be displayed large in the center of the main effect display section 200a, or may be configured to be displayed in the center and the upper left simultaneously. In any case, any display mode may be used as long as it is possible to notify the player that the variable effect has been cut.
[0612] Then, when the specific small win game that is executed based on the game ball entering the special electric operating port 129 is completed, the display of the next special pattern begins to change, and a change command is sent from the main control board 300 to the sub-control board 330.
[0613] Then, based on the reception of the fluctuation command, the sub-control board 330 ends the blackout effect and starts the next fluctuation effect on the main effect display unit 200a, as shown in FIG. 67(c). At this time, the hold display 212 shifts. Note that the effect symbols 210a, 210b, and 210c displayed at the start of the fluctuation may be dedicated symbols (e.g., "2," "4," "6," etc.) when the fluctuation cut function is in use, and the stop display mode determined at the start of the previous fluctuation effect may not be adopted. By setting a specific effect symbol combination as the return symbol when the fluctuation cut function is in use, if the fluctuation using the fluctuation cut function is a reach-win state, the fluctuation will not start from the display mode of the symbol combination of a reach-win state after the blackout effect is resolved. This prevents the player from feeling disappointed that they could have seen a promising, never-before-seen effect during the reach-win state.
[0614] In other words, if a game ball enters the special electric operation port 129 during the execution of a losing variation and a specific small win game starts, the blackout effect will be continuously executed from the start of the specific small win game until the specific small win game ends and the next variable display starts. In this way, by having a game ball enter the special electric operation port 129 during the execution of a losing variation, the losing variation and the variable effect can be forcibly ended. This allows the player to cut out effects that have low expectations, and prevents a decline in interest in the game.
[0615] Note that the hold display 212 is displayed as determined when the hold was stored, regardless of whether a blackout effect is executed. For example, in the example shown in FIG. 67, the first hold display 212b in FIG. 67(a) is displayed in blue. Also, assume that it was determined that the hold display 212a would change from blue to yellow when the first hold display 212b in FIG. 67(a) shifts to the hold display 212a. In this case, regardless of whether a blackout effect is executed, the hold display 212a is displayed in yellow, as shown in FIG. 67(c). In this way, in the hold display effect, the read-ahead effect in which the display pattern of the hold display 212 changes does not end and continues even if a blackout effect is executed. Also, in the example of FIG. 67, even if the first hold display 212b was scheduled to change to yellow at the timing shown in FIG. 67(a), but the change effect was cut before the change, the hold display 212a may be displayed in yellow when it shifts to the hold display 212a. Although the hold display 212 is not visible in Figure 67(b), it may be configured so that the hold display 212 is drawn on a layer higher than the blackout effect, which is drawn on a layer higher than the background effect, so that the hold display 212 can be seen even during the blackout effect.
[0616] On the other hand, if the pre-reading notice effect is continuously executed in the variable effect before and after the blackout effect is executed, it may give the player a sense of incongruity. For example, in the above example, the numbers of the effect patterns 210a, 210b, and 210c displayed in a specific manner increase by "1" each time the pre-target variable effect is executed. In other words, in the above pre-reading notice effect, the three effect patterns 210a, 210b, and 210c are consecutive numbers, and the three effect patterns 210a, 210b, and 210c have a regularity in which they increase by "1" for each variable effect.
[0617] However, when a blackout effect is executed in the target-front variable effect, the effect symbols 210a, 210b, and 210c are not displayed, and instead, mini effect symbols 213a, 213b, and 213c are displayed. In this case, the display patterns of the mini effect symbols 213a, 213b, and 213c are predetermined, and do not satisfy the regularity of the look-ahead preview effect (for example, as shown in FIG. 65, a regularity is considered in which the numbers of the effect symbols 210a, 210b, and 210c displayed in the forward chance eye mode increase by "1" for each variable effect). Therefore, if a look-ahead preview effect is executed across the variable effect in which a blackout effect is executed, the regularity of the look-ahead preview effect is not guaranteed, which may cause the player to misunderstand or feel uncomfortable. Therefore, in the first embodiment, when a blackout effect is executed in the target-front variable effect, the execution of the look-ahead preview effect is canceled to prevent the player from misunderstanding or feeling uncomfortable.
[0618] Since the pre-reading preview performance is cancelled midway when a game ball enters the special electric operation port 129, for example, a message such as "The performance may be impaired" may be displayed in the performance cut image 215 to prevent misunderstanding or discomfort for the player. Also, for example, during the pre-reading preview performance, a message such as "The pre-reading preview performance is ending" may be displayed in the performance cut image 215 to notify the player that the pre-reading preview performance is ending.
[0619] Furthermore, if the specified number of first large prize openings 126 is set to a small number, such as one or two, the specified number of game balls may enter the first large prize opening 126 immediately after the start of the specific small prize game, potentially resulting in the specific small prize game ending in an extremely short time. In this case, the time for the specific small prize game may not be sufficiently secured, the display time of the mini effect symbols 213a, 213b, and 213c may be shortened, and the result of the major prize lottery may not be properly notified to the player. It is preferable that the mini effect symbols 213a, 213b, and 213c be displayed for at least a predetermined time (e.g., 0.5 seconds). Therefore, for example, either or both of the opening and closing times of the specific small prize game may be longer than the opening and closing times of the small prize game or the major prize game in which the second large prize opening 128 is opened and closed. In addition, it is advisable to design the opening time or ending time of the specific small win game to be longer than the minimum stop display time of the mini effect symbols 213a, 213b, and 213c. In this way, the visibility of the mini effect symbols 213a, 213b, and 213c is ensured, and the player can properly understand that a losing variation has been confirmed.
[0620] 67, when a win occurs in the first large winning slot 126 during a specific small win game, a winning effect may be executed, such as temporarily displaying an effect image, a mini character, an icon, etc. from the corner of the screen of the main effect display unit 200a. Also, when a fluctuation such as a jackpot fluctuation, which will be described later, is interrupted without being cut off, the type of special symbol that is stopped and displayed may be suggested depending on the execution mode of the winning effect at that time (for example, a 10-round jackpot, the display of a winning effect of a premium mini character or rainbow effect that guarantees a jackpot that transitions to a favorable gaming state after the jackpot game, special sound effects, operation of a special effect device, etc.).
[0621] Also, for example, during a losing variation, the special feature device 202 may move from its initial position to a predetermined movable position. In this case, it is necessary to return the special feature device 202 to its initial position by executing a specific small win game. However, it may take a long time for the special feature device 202 to return from its movable position to its initial position. In this case, when the next variable performance starts, the special feature device 202 may not have returned to its initial position, which may cause a malfunction. Therefore, as in the above, it is recommended to set the specified number to two or more, or to set the opening time or ending time in the specific small win game to be longer than the longest time required for the special feature device 202 to return from its movable position to its initial position.
[0622] 68 is a diagram illustrating an example of the super-hot standby effect according to the first embodiment. In the first embodiment, when the variable display of the pattern on the first special pattern display 160 is a variable display in which a jackpot pattern is eventually stopped and displayed (jackpot variable), if a specific small jackpot game is executed based on a game ball entering the special electric operation port 129, the variable display of the first special pattern display 160 during the variable display is interrupted. Also, when the variable display of the pattern on the second special pattern display 162 is a variable display in which a jackpot pattern is eventually stopped and displayed (small jackpot variable) and a specific small jackpot game is executed based on a game ball entering the special electric operation port 129, the variable display of the second special pattern display 162 during the variable display is interrupted.
[0623] Specifically, as shown in Fig. 68(a), it is assumed that a variation effect relating to a big win variation or a small win variation is being executed in the main effect display unit 200a. At this time, when a game ball enters the special electric operation port 129, the main control board 300 interrupts the variation display of the first special symbol display device 160 or the second special symbol display device 162, which are currently displaying a variation, and sends an opening designation command to the sub-control board 330.
[0624] In this case, based on receiving the opening designation command, the sub-control board 330 starts a super hot standby performance in which a performance image stating "Super hot standby!" is displayed on the main performance display unit 200a, as shown in Figure 68(b).
[0625] Then, as shown in Figure 68(c), when the specific small win game that is executed based on the game ball entering the special electric operating port 129 ends, the interrupted big win fluctuation or small win fluctuation resumes.
[0626] 68(d), when the big win symbol is finally displayed on the first special symbol display device 160, a special symbol stop designation command is sent from the main control board 300 to the sub-control board 330. Also, when the big win symbol or small win symbol is displayed on the second special symbol display device 162, a special symbol stop designation command is sent from the main control board 300 to the sub-control board 330.
[0627] Then, in the sub-control board 330, based on the reception of the special symbol stop designation command, as shown in Figure 68 (d), the super-hot standby effect is terminated, and the effect symbols 210a, 210b, and 210c are stopped and displayed in the main effect display unit 200a in a manner corresponding to a big win or a small win. In other words, the super-hot standby effect is an image that suggests in advance that the effect symbols 210a, 210b, and 210c are finally stopped and displayed in a manner corresponding to a big win or a small win, that is, that the result of the big role lottery is a big win or a small win.
[0628] In this way, if a gaming ball enters the special electric operation port 129 during the execution of a jackpot variation in the first special symbol display 160 and a specific small jackpot game is started, the super hot standby effect will be continuously executed over the period from when the specific small jackpot game starts until the specific small jackpot game ends and the jackpot symbol related to the interrupted jackpot variation is stopped and displayed on the first special symbol display 160. Also, if a gaming ball enters the special electric operation port 129 during the execution of a jackpot variation or a small jackpot variation in the second special symbol display 162 and a specific small jackpot game is started, the super hot standby effect will be continuously executed over the period from when the specific small jackpot game starts until the specific small jackpot game ends and the jackpot symbol or small jackpot symbol related to the interrupted jackpot variation or small jackpot variation is stopped and displayed on the second special symbol display 162. It should be noted that if a gaming ball enters the special electric operation port 129 during the execution of a big win variation or a small win variation, the entry of the gaming ball i...
Claims
[Claim 1] A game board on which a game area where game balls flow down is formed; A starting port including a first starting port and a second starting port provided in the game area; A movable means capable of displacing the ball into the second starting hole to a state where the ball can be easily inserted; A specific operating port provided in the game area through which a game ball can enter; a first large prize opening opening / closing game execution means for executing a first large prize opening opening / closing game in which a first large prize opening provided in the game area is opened or closed based on the entry of a game ball into the specific operation opening; An entry area provided in the game area into which a game ball can enter; a normal game execution means for determining one of a plurality of normal symbols including at least a normal winning symbol on the condition that a gaming ball has entered the entry area, and for executing a normal game in which the movable means is displaced to a state in which the gaming ball can easily enter the second starting hole when the normal winning symbol is stopped and displayed on the normal symbol display section; A predetermined information storage means for acquiring predetermined information based on the entry of the game ball into the first starting hole and storing the information in a storage unit; A special symbol determination means for determining one of a plurality of special symbols including a special winning symbol and a special losing symbol based on the predetermined information; a special symbol display means for displaying a symbol in a variable manner on a special symbol display unit and displaying the special symbol in a static manner on the special symbol display unit as a variable time elapses; a second large prize opening opening / closing game execution means for executing a second large prize opening opening / closing game in which a second large prize opening provided in the game area is opened or closed based on the stop display of the special winning symbol; a game state setting means for setting the game state to a first game state or a second game state which is more likely to change to a state in which it is easier for a game ball to enter the second starting hole than the first game state; a predictive effect execution means for executing a predictive effect in which a display of a change in the pattern executed based on any of the predetermined information stored in the storage unit is a target change, a display of a change in one or more of the patterns executed before the target change is a pre-target change, and a predetermined effect is executed during each of the target change and the pre-target change; Equipped with The special symbol display means In the first game state, when the first large prize opening / closing game is executed during the variable display of the pattern, the predetermined special pattern can be stopped and displayed on the special pattern display unit based on the execution of the first large prize opening / closing game, The pre-reading effect includes a first pre-reading effect and a second pre-reading effect, The pre-reading effect execution means A gaming machine characterized in that, in the first gaming state, when the first large prize opening / closing game is executed while the pattern is being displayed in a changing manner, the first pre-reading performance can be terminated and the second pre-reading performance can be continued based on the execution of the first large prize opening / closing game.
Citation Information
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