Gaming machine
The gaming machine addresses the lack of gameplay differentiation by incorporating dynamic game states and movable elements, enhancing player enjoyment through varied gameplay experiences.
Patent Information
- Application Number
- JP2024132019
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-08
- Publication Date
- 2026-02-20
AI Technical Summary
Recent gaming machines lack differentiation in gameplay, leading to a demand for new gameplay features to enhance player enjoyment.
The gaming machine incorporates a game board with distinct starting areas, movable elements, and symbol determination mechanisms to facilitate various game states, including normal and easy-to-win states, with special symbol and opening/closing games, allowing for dynamic gameplay variations.
The implementation increases gameplay enjoyment by introducing new features and varying game states, enhancing player engagement and excitement.
Smart Images

Figure 2026029223000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Conventionally, as shown in Patent Document 1, for example, a gaming machine is known that is provided with a plurality of gaming states with different degrees of advantage. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2024-65172 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent gaming machines, there is little difference in gameplay between models, and there is a demand for the development of gaming machines with new gameplay.
[0005] An object of the present invention is to provide a gaming machine that can increase the enjoyment of the game by providing new gameplay features. [Means for solving the problem]
[0006] In order to solve the above problems, the gaming machine of the present invention comprises: A game board on which a game area where game balls flow down is formed; A starting area including a first starting area and a second starting area provided in the game area; A movable means capable of being displaced to a state in which the game ball can easily enter the second starting area; An entry area provided in the game area and into which a game ball can enter; A normal symbol determination means for determining one of a plurality of normal symbols including at least a normal winning symbol based on the entry of the gaming ball into the entry area; A normal symbol display means for stopping and displaying the determined normal symbol on the normal symbol display unit; an auxiliary game execution means for executing an auxiliary game in which the movable means is displaced to a state in which the game ball can easily enter the second starting area when the normal winning symbol is stopped and displayed on the normal symbol display section; A special symbol determination means for determining one of a plurality of special symbols including at least a special winning symbol based on the entry of the gaming ball into the starting area; A special symbol display means for stopping and displaying the determined special symbol on a special symbol display unit; a special winning opening opening / closing game execution means for executing a special winning opening opening / closing game in which a special winning opening provided in the game area is opened or closed when the special winning symbol is stopped and displayed on the special symbol display section; a state setting means for setting a game state in which game progress conditions are determined; Equipped with The game states include a normal state and a plurality of easy-to-win states in which the movable means is more likely to be displaced to a state in which the game ball is more likely to enter the second starting area than in the normal state, and which have different degrees of advantage from each other; The state setting means When a specific condition is established that includes at least a second specific condition that cannot be established simultaneously with the first specific condition after a first specific condition that is preset in one easy-to-win state is established, the state can be set to another easy-to-win state that is more advantageous than the first easy-to-win state. It is characterized by: [Effects of the Invention]
[0007] According to the present invention, the new gameplay characteristics can increase the enjoyment of the game. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a perspective view of a gaming machine according to a first reference example, showing a state in which a door is open. [Figure 2] 1 is a front view of a gaming machine according to a first reference example. [Figure 3]FIG. 10 is a diagram for explaining the big prize slot according to the first reference example. [Figure 4] FIG. 2 is a block diagram showing the internal configuration of a control means for controlling the progress of a game according to the first reference example. [Figure 5] 10 is an address map of a memory area used by a main CPU according to a first reference example. [Figure 6] FIG. 10 is a diagram illustrating a special jackpot determination random number determination table for the first reference example. [Figure 7] A diagram explaining the special 2 jackpot determination random number judgment table for the first reference example. [Figure 8] FIG. 10 is a diagram illustrating a winning symbol random number determination table according to the first reference example. [Figure 9] FIG. 10 is a diagram illustrating a reach group determination random number determination table according to a first reference example. [Figure 10] FIG. 10 is a diagram illustrating a reach mode determination random number judgment table according to the first reference example. [Figure 11] FIG. 10 is a diagram illustrating a fluctuation pattern random number determination table according to a first reference example. [Figure 12] FIG. 10 is a diagram illustrating a variable time determination table according to a first reference example. [Figure 13] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table according to the first reference example. [Figure 14] 10A and 10B are diagrams illustrating the opening and closing modes of the large prize opening and the opening and closing modes of a specific area using a movable member. [Figure 15] FIG. 10 is a diagram illustrating a game status setting table for setting the game status after the end of a big win game according to the first reference example. [Figure 16] (a) is a diagram explaining the random number judgment table for determining a normal winning symbol in the first reference example, (b) is a diagram explaining the random number judgment table for determining a normal symbol for a non-time-saving game state in the first reference example, and (c) is a diagram explaining the random number judgment table for determining a normal symbol for a time-saving game state in the first reference example. [Figure 17]10A is a diagram illustrating a normal symbol fluctuation time data table according to the first reference example, and FIG. 10B is a diagram illustrating an opening / closing control pattern table according to the first reference example. [Figure 18] 10 is a diagram illustrating a gaming machine state flag according to a first reference example. FIG. [Figure 19] 10 is a first flowchart illustrating a CPU initialization process in a main control board according to a first reference example. [Figure 20] 10 is a second flowchart illustrating the CPU initialization process in the main control board according to the first reference example. [Figure 21] 10 is a flowchart illustrating a sub-command group setting process in the main control board according to the first reference example. [Figure 22] 10 is a flowchart illustrating a power-off save process in a main control board according to a first reference example. [Figure 23] 10 is a flowchart illustrating a timer interrupt process in a main control board according to a first reference example. [Figure 24] 10 is a flowchart illustrating setting-related processing in a main control board according to a first reference example. [Figure 25] 10 is a flowchart illustrating a switch management process in a main control board according to a first reference example. [Figure 26] 10 is a flowchart illustrating a gate passage process in a main control board according to a first reference example. [Figure 27] 10 is a flowchart illustrating a first starting port passing process in a main control board according to a first reference example. [Figure 28] 10 is a flowchart illustrating the second starting port passing process in the main control board according to the first reference example. [Figure 29] 10 is a flowchart illustrating a special symbol random number acquisition process in a main control board according to a first reference example. [Figure 30] 10 is a flowchart illustrating a process for determining performance upon acquisition in a main control board according to a first reference example. [Figure 31]10 is a flowchart illustrating a specific area passing process in a main control board 300 according to a first reference example. [Figure 32] FIG. 10 is a diagram illustrating a special game management phase according to the first reference example. [Figure 33] 10 is a flowchart illustrating a special game management process in a main control board according to a first reference example. [Figure 34] 10 is a flowchart illustrating a special symbol change waiting process in a main control board according to a first reference example. [Figure 35] 10 is a flowchart illustrating a special symbol winning determination process in a main control board according to a first reference example. [Figure 36] 10 is a flowchart illustrating a special symbol variable number determination process in a main control board according to a first reference example. [Figure 37] 10 is a flowchart illustrating processing during special symbol fluctuation in the main control board according to the first reference example. [Figure 38] 10 is a flowchart illustrating a special symbol stop symbol display process in a main control board according to a first reference example. [Figure 39] 10 is a flowchart illustrating a variable state update process in a main control board according to a first reference example. [Figure 40] 10 is a flowchart illustrating the processing before opening the large prize opening in the main control board according to the first reference example. [Figure 41] 10 is a flowchart illustrating the process of switching between opening and closing the large prize opening in the main control board according to the first reference example. [Figure 42] 10 is a flowchart illustrating the process of controlling the opening of the special prize opening in the main control board according to the first reference example. [Figure 43] 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 reference example. [Figure 44] 10 is a flowchart illustrating the large prize opening end wait processing in the main control board according to the first reference example. [Figure 45] FIG. 10 is a diagram illustrating the normal game management phase according to the first reference example. [Figure 46] 10 is a flowchart illustrating a normal game management process in a main control board according to a first reference example. [Figure 47] 10 is a flowchart illustrating the normal symbol change waiting process in the main control board according to the first reference example. [Figure 48] 10 is a flowchart illustrating the processing during normal pattern fluctuation in the main control board according to the first reference example. [Figure 49] 10 is a flowchart illustrating a normal symbol stop symbol display process in a main control board according to a first reference example. [Figure 50] A flowchart explaining the pre-opening processing of the winning opening of a normal electric device in the main control board according to the first reference example. [Figure 51] A flowchart explaining the normal electric device prize opening / closing switching process in the main control board in the first reference example. [Figure 52] 10 is a flowchart explaining the control process for opening the winning opening of a normal electric device in the main control board according to the first reference example. [Figure 53] 10 is a flowchart explaining the normal electric device winning opening closure validity processing in the main control board according to the first reference example. [Figure 54] A flowchart explaining the waiting process for the end of the normal electric device winning slot in the main control board according to the first reference example. [Figure 55] FIG. 10 is a diagram illustrating a jackpot determination random number determination table according to the second reference example. [Figure 56] FIG. 10 is a diagram illustrating a winning symbol random number determination table according to the second reference example. [Figure 57] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table according to the second reference example. [Figure 58] FIG. 10 is a diagram illustrating a game status setting table for setting the game status after the end of a big win game according to the second reference example. [Figure 59](a) is a diagram explaining the random number judgment table for determining whether a regular symbol is a winning symbol in the non-time-saving game state in the second reference example, (b) is a diagram explaining the random number judgment table for determining whether a regular symbol is a winning symbol in the time-saving game state in the second reference example, and (c) is a diagram explaining the random number judgment table for determining whether a regular symbol is a winning symbol in the second reference example. [Figure 60] (a) is a diagram explaining the normal pattern change time data table for non-time-saving game state in the second reference example, (b) is a diagram explaining the normal pattern change time data table for time-saving game state in the second reference example, and (c) is a diagram explaining the opening / closing control pattern table in the second reference example. [Figure 61] FIG. 11 is a diagram illustrating a random number determination table for determining a small win according to the third reference example. [Figure 62] FIG. 2 is a diagram illustrating a gaming state according to the first embodiment. [Figure 63] FIG. 10 is a diagram illustrating a winning symbol random number determination table according to the first embodiment. [Figure 64] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table according to the first embodiment. [Figure 65] 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 66] FIG. 1 is a diagram illustrating a game flow according to the first embodiment. [Figure 67] FIG. 2 is a diagram illustrating table transition information according to the first embodiment. [Figure 68] 10 is a flowchart explaining the large prize opening end wait processing in the main control board in the first embodiment. [Figure 69] 5 is a flowchart illustrating a state setting process in the main control board according to the first embodiment. [Figure 70] FIG. 10 is a diagram illustrating a winning symbol random number determination table according to a first modified example of the first embodiment. [Figure 71] FIG. 10 is a diagram illustrating a game status setting table for setting the game status after the end of a big win game according to a first modified example of the first embodiment. [Figure 72]FIG. 10 is a diagram illustrating a game flow according to a first modified example of the first embodiment. [Figure 73] FIG. 10 is a diagram illustrating a winning symbol random number determination table according to a second modified example of the first embodiment. [Figure 74] FIG. 10 is a diagram illustrating a gaming state according to a second modified example of the first embodiment. [Figure 75] FIG. 10 is a diagram illustrating a game status setting table for setting the game status after the end of a big win game in the second modified example of the first embodiment. [Figure 76] FIG. 10 is a diagram illustrating a game flow according to a second modified example of the first embodiment. [Figure 77] 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 third modified example of the first embodiment. [Figure 78] FIG. 10 is a diagram illustrating a game flow according to a third modified example of the first embodiment. [Figure 79] FIG. 10 is a diagram illustrating a jackpot determination random number determination table according to the fourth modified example of the first embodiment. [Figure 80] FIG. 10 is a diagram illustrating a winning symbol random number determination table according to a fourth modified example of the first embodiment. [Figure 81] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table according to a fourth modified example of the first embodiment. [Figure 82] (a) is a diagram explaining the normal pattern change time data table for the normal state relating to the fourth modified example of the first embodiment, (b) is a diagram explaining the normal pattern change time data table for other game states relating to the fourth modified example of the first embodiment, and (c) is a diagram explaining the opening / closing control pattern table relating to the fourth modified example of the first embodiment. [Figure 83] FIG. 10 is a diagram illustrating a gaming state according to a fourth modified example of the first embodiment. [Figure 84] FIG. 10 is a first diagram illustrating a game status setting table for setting the game status after the end of a big win game in the fourth modified example of the first embodiment. [Figure 85] FIG. 2 is a second diagram illustrating a game status setting table for setting the game status after the end of a big win game in the fourth modified example of the first embodiment. [Figure 86] FIG. 10 is a diagram illustrating a game flow according to a fourth modified example of the first embodiment. [Figure 87] 10 is a flowchart illustrating a special symbol stop symbol display process in a main control board according to a fourth modified example of the first embodiment. [Figure 88] 10 is a flowchart illustrating a game state change process in a main control board according to a fourth modified example of the first embodiment. [Figure 89] FIG. 10 is a first diagram illustrating a game status setting table for setting the game status after the end of a big win game in the fifth modified example of the first embodiment. [Figure 90] FIG. 22 is a second diagram illustrating the game status setting table for setting the game status after the end of the big win game in the fifth modified example of the first embodiment. [Figure 91] FIG. 10 is a diagram illustrating a game flow according to a fifth modified example of the first embodiment. [Figure 92] FIG. 10 is a first diagram illustrating a game status setting table for setting the game status after the end of a big win game in the sixth modified example of the first embodiment. [Figure 93] FIG. 22 is a second diagram illustrating the game status setting table for setting the game status after the end of the big win game in the sixth modified example of the first embodiment. [Figure 94] FIG. 10 is a diagram illustrating a game flow according to a sixth modified example of the first embodiment. [Figure 95] FIG. 10 is a diagram illustrating the gaming state according to the seventh modified example of the first embodiment. [Figure 96] (a) is a diagram explaining the normal pattern change time data table for the normal state and the slight time-saving state relating to the seventh modified example of the first embodiment, (b) is a diagram explaining the normal pattern change time data table for other game states relating to the seventh modified example of the first embodiment, and (c) is a diagram explaining the opening / closing control pattern table relating to the seventh modified example of the first embodiment. [Figure 97] FIG. 11 is a diagram illustrating a game status setting table for setting the game status after the end of a major role game in the seventh modified example of the first embodiment. [Figure 98]FIG. 11 is a diagram illustrating a game flow according to the seventh modified example of the first embodiment. [Figure 99] This is the first diagram explaining the first performance example. [Figure 100] This is the second diagram explaining the first performance example. [Figure 101] 10 is a flowchart explaining the ending designation command reception processing in the sub-control board for the first performance example. [Figure 102] A diagram explaining a second example of presentation. [Figure 103] A flowchart explaining the ending designation command reception processing in the sub-control board for the second performance example. [Figure 104] A diagram explaining a third example of presentation. [Figure 105] A flowchart explaining the ending designation command reception processing in the sub-control board for the third performance example. [Figure 106] This is the first diagram explaining the fourth performance example. [Figure 107] This is the second diagram explaining the fourth performance example. [Figure 108] A flowchart explaining the ending designation command reception processing in the sub-control board for the fourth performance example. [Figure 109] FIG. 10 is a diagram illustrating a jackpot determination random number determination table according to the second embodiment. [Figure 110] FIG. 10 is a diagram illustrating a winning symbol random number determination table according to the second embodiment. [Figure 111] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table according to the second embodiment. [Figure 112] (a) is a diagram explaining the random number judgment table for determining normal winning symbols in the second embodiment, (b) is a diagram explaining the random number judgment table for determining normal symbols for the normal state in the second embodiment, (c) is a diagram explaining the random number judgment table for determining normal symbols for the time-saving state and the first to third easy winning states in the second embodiment, and (d) is a diagram explaining the random number judgment table for determining normal symbols for the fourth easy winning state in the second embodiment. [Figure 113]FIG. 10 is a diagram illustrating the game state according to the second embodiment. [Figure 114] 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 second embodiment. [Figure 115] FIG. 10 is a diagram illustrating the game flow according to the second embodiment. [Figure 116] FIG. 10 is a diagram illustrating the relationship between the game state, opening time, and ending time in the second embodiment. [Figure 117] FIG. 10 is a diagram illustrating an example of an ending effect according to the second embodiment. [Figure 118] FIG. 10 is a diagram illustrating an example of a result display according to the second embodiment. [Figure 119] 10 is a flowchart illustrating the normal symbol change waiting process in the main control board according to the second embodiment. [Figure 120] 10 is a flowchart illustrating the normal symbol stop symbol display process in the main control board according to the second embodiment. [Figure 121] 10 is a flowchart illustrating an opening designation command reception process in the sub-control board according to the second embodiment. [Figure 122] 10 is a flowchart illustrating an ending designation command reception process in the sub-control board according to the second embodiment. [Figure 123] 10 is a flowchart illustrating the general change command receiving process in the sub-control board according to the second embodiment. [Figure 124] FIG. 10 is a diagram illustrating a winning symbol random number determination table according to a modified example of the second embodiment. [Figure 125] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table according to a modified example of the second embodiment. [Figure 126] FIG. 10 is a diagram illustrating a gaming state according to a modified example of the second embodiment. [Figure 127] FIG. 10 is a diagram illustrating a game status setting table for setting the game status after the end of a big win game in a modified example of the second embodiment. [Figure 128]10A is a diagram illustrating the special variable time according to a modified example of the second embodiment, and FIG. 10B is a diagram illustrating the game state referred to as the game state at the time of winning. [Figure 129] FIG. 10 is a diagram illustrating a game flow according to a modified example of the second embodiment. [Figure 130] A flowchart explaining the waiting process for the end of the normal electric device winning slot in the main control board in a modified example of the 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, we will first explain the mechanical and electrical configurations of a well-known gaming machine as a reference example, and the specific processing on each board, and then we will specifically explain the configurations of several embodiments of the present invention that differ from the reference example.
[0011] <1st reference example> The gaming machine according to the first reference example is a first-class two-type mixed machine, and has the playability of a so-called standard ST machine.
[0012] 1 is a perspective view of a gaming machine 100 according to a first reference example, showing a state in which the door is open. As shown in the figure, the gaming machine 100 includes an outer frame 102 having four sides arranged in a substantially rectangular shape to form an enclosed space, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be able to open and close freely, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be able to open and close freely.
[0013] 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.
[0014] 2 is a front view of a gaming machine 100 according to a first reference example. 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 as to be rotatable 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 corresponding 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.
[0015] 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.
[0016] 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.
[0017] The gaming area 116 is also provided with a general prize opening 118, a first start opening 120, and a second start opening 122 through which game balls can enter, and when a game ball enters the general prize opening 118, the first start opening 120, or the second start opening 122, a predetermined prize ball is paid out to the player. The number of prize balls may be any number greater than or equal to one, and the number of prize balls paid out for the general prize opening 118, the first start opening 120, and the second start opening 122 may be different or the same number of prize balls. In this case, it is also possible to set the number of prize balls paid out when a game ball enters the first start opening 120 to be less than the number of prize balls paid out when a game ball enters the second start opening 122.
[0018] 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.
[0019] 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.
[0020] 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.
[0021] 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. Here, movable piece 122b is recessed on the back side of game board 108 in the closed state, and protrudes on 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.
[0022] 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.
[0023] 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.
[0024] The specific configuration of second starting opening 122 and movable piece 122b is not particularly limited. In any case, the state in which the game ball can easily enter the second starting area is called an "open state" (or "open state"), and the state in which the game ball cannot easily enter is called a "closed state" (or "closed state"), and second starting opening 122 and movable piece 122b may be configured to be displaceable to the "open state" in which the game ball can easily enter the second starting area.
[0025] Furthermore, a large prize opening 128 is provided in the game area 116. The large prize opening 128 is disposed in a position where at least game balls flowing down the second game area 116b can enter. Furthermore, a movable piece 128b is provided in the large prize opening 128 so that it can be opened and closed. Normally, the movable piece 128b closes the large prize opening 128, preventing game balls from entering the large prize opening 128. In contrast, when the aforementioned small prize game and big prize game are executed, the movable piece 128b is opened and functions as a tray, allowing game balls to enter the large prize opening 128. When a game ball enters the large prize opening 128, a predetermined prize ball is paid out to the player. A large prize area is provided in the large prize opening 128, 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 big prize area opens and closes during a big win game or a small win game.
[0026] 3 is a diagram illustrating the special prize opening 128 according to the first reference example. A structure 128a protruding 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 special 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 special prize opening 128.
[0027] 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).
[0028] 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 big 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 an unenergized state, and the movable piece 128b is held in a position protruding forward from the hole in the gaming board 108, thereby closing the big prize opening 128. When the actuator is energized, the movable piece 128b is held in a position retracted backward from the hole in the gaming board 108, as shown in FIG. 3(b), and the big prize opening 128 is opened. In this manner, when the big prize opening 128 is opened, a gaming ball enters the big prize opening 128.
[0029] A lead-out path 128d is provided inside the large prize opening 128, and the large prize opening 128 is inclined so that a gaming ball that enters the large prize opening 128 is led to the lead-out path 128d. The lead-out path 128d is provided with a specific area 140 and a non-specific area 141, each of which is made up of holes through which the gaming ball can pass, and the gaming ball that enters the large prize opening 128 is configured to pass through either the specific area 140 or the non-specific area 141 and be discharged to the back side of the gaming board 108.
[0030] The big 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 detail later, when a gaming ball enters the specific area 140 during a small prize game, a big prize (a type 2 big prize) is awarded, and the big prize game described above is started.
[0031] 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 prize opening 118, the first start opening 120, the second start opening 122, or the big prize opening 128 from the game area 116 to the back side of the game board 108.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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.
[0040] 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.
[0041] (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 reference example.
[0042] 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.
[0043] The gaming machine 100 of the first reference example 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.
[0044] The main control board 300 is connected to a general prize opening detection switch 118s that detects when a game ball enters the general prize opening 118, a first start opening detection switch 120s that detects when a game ball enters the first start opening 120, a second start opening detection switch 122s that detects when a game ball enters the second start opening 122, a gate detection switch 124s that detects when a game ball passes through the gate 124, a special prize opening detection switch 128s that detects when a game ball enters the special area 140, and an out ball detection switch 130s that detects when a game ball is ejected from the game area 116, and detection signals are input from each of these detection switches to the main control board 300.
[0045] A junction passage is provided on the back of the game board 108, and game balls that enter the general winning opening 118, the first starting opening 120, the second starting opening 122, and the big winning opening 128 and game balls that are guided to the back side from the discharge opening 130 join together in the junction passage and are guided to the facilities of the game center. The out ball detection switch 130s is provided in the junction passage, and all game balls that are discharged from the game area 116, in other words, all game balls that are shot into the game area 116, are detected by the out ball detection switch 130s.
[0046] In addition, the main control board 300 is connected to a normal electric device solenoid 122c that operates the movable piece 122b of the second starting opening 122, a large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided within the large prize opening 128, and the main control board 300 is configured to control the opening and closing of the second starting opening 122, the large prize opening 128 and the specific area 140.
[0047] 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.
[0048] 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.
[0049] Furthermore, a setting change switch 180s is provided on the back of the gaming board 108. The setting change switch 180s is configured to be accessible with a dedicated key. When the setting change switch 180s is turned on, it becomes possible to change and check the setting values. As will be described in detail later, the gaming machine 100 of the first reference example stores one of six setting values with different degrees of advantage as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value.
[0050] 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.
[0051] 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.
[0052] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] Fig. 5 is an address map of the memory area used by the main CPU 300a according to the first reference example. 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.
[0063] 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).
[0064] 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).
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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).
[0069] 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.
[0070] 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).
[0071] 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.
[0072] 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.
[0073] 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.
[0074] Next, a game in the gaming machine 100 of the first reference example will be described together with various tables stored in the main ROM 300b.
[0075] As mentioned above, the gaming machine 100 of the first reference example is one 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.
[0076] 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.
[0077] 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 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 big prize opening 128. Furthermore, 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.
[0078] As will be described in more detail later, when a gaming ball enters the first start port 120 or the second start port 122, various random number values related to the big role lottery (jackpot determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variable pattern random number) are obtained, and these random number values are stored in a special symbol reserve memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the first start port 120 will be collectively referred to as special 1 reserve, and the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the second start port 122 will be collectively referred to as special 2 reserve.
[0079] The special symbol reservation memory area of the main RAM 300c includes a first special symbol reservation memory area and a second special symbol reservation memory area. The first special symbol reservation memory area and the second special symbol reservation memory area each have four memory sections (first memory section to fourth 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 order from the first memory section of the second special symbol reservation memory area.
[0080] For example, when a gaming ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage sections of the first special chart reservation storage area, a special 1 reservation is stored in the first storage section. Also, for example, when a gaming ball enters the first starting hole 120 in a state where a special 1 reservation is stored in the first to third storage sections, the special 1 reservation is stored in the fourth storage section. Also, when a gaming ball enters the second starting hole 122, similarly to the above, a special 2 reservation is stored in the storage section with the smallest number (ordinal number) among the first to fourth storage sections of the second special chart reservation storage area, in which a special 2 reservation is not stored.
[0081] 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 4. Therefore, for example, when a gaming ball enters the first starting hole 120, if four special 1 reserves are already stored in the first special chart reserve memory area, no new special 1 reserves will be stored by the entry of the gaming ball into the first starting hole 120. Similarly, when a gaming ball enters the second starting hole 122, if four special 2 reserves are already stored in the second special chart reserve memory area, no new special 2 reserves will be stored by the entry of the gaming ball into the second starting hole 122.
[0082] 6 is a diagram illustrating a special jackpot determining random number judgment table according to the first reference example. 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.
[0083] When starting the lottery for the special 1 reserved prize, the special 1 jackpot determination random number judgment table is referenced. Here, in the first reference example, 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 the special 1 jackpot is performed by referring to the special 1 jackpot determination random number judgment table corresponding to the currently set setting value (the registered setting value stored in the setting value buffer).
[0084] 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.
[0085] 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.
[0086] 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.
[0087] 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.
[0088] 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.
[0089] 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.
[0090] 7 is a diagram illustrating the special 2 jackpot determination random number judgment table according to the first reference example. 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.
[0091] 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.
[0092] 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.
[0093] 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.
[0094] FIG. 8 is a diagram illustrating a winning symbol random number determination table according to the first reference example. 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 reserved symbol, 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 reserved symbol, 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 reserved symbol, 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.
[0095] 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.
[0096] On the other hand, when the result of the big role lottery is "miss", and 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.
[0097] In other words, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "big win" or a "small win," and is not referenced when the result of the big role lottery is a "miss." Here, 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.
[0098] Here, the selection ratio of the big win symbol and the small win symbol is common to all setting values, but either one or both of the big win symbol and the small win symbol may be made different for each setting value.
[0099] FIG. 9 is a diagram illustrating a reach group determination random number judgment table according to the first reference example. A plurality of reach group determination random number judgment tables are provided, and a preset table is selected depending on the reserved type, reserved number, game status, and variable status associated with the game status. When a game ball enters the first start opening 120 or the second start opening 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, once the big role lottery result is derived, a process is performed to determine a variable performance pattern for notifying the big role lottery result. In the first reference example, 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 performance state specifies which table is referenced to determine the variable performance pattern, and is a concept set separately from the game status.
[0100] For example, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s (hereinafter simply referred to as the "reserved number") when the big role lottery is performed is 0, then the reach group determination random number judgment table 1 is selected, as shown in FIG. 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.
[0101] Here, we have explained the reach group determination random number judgment table that is referenced when a ``miss'' major role lottery result is derived based on special 1 reserve in a non-time-saving game state, but the main ROM 300b also stores many other reach group determination random number judgment tables.
[0102] In addition, if the result of the big role lottery is a "big win" or a "small win", the group type is not determined when determining the variable performance pattern. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "miss", and is not referenced when the result of the big role lottery is a "big win" or a "small win".
[0103] 10 is a diagram illustrating a reach mode determination random number judgment table according to the first reference example. This reach mode determination random number judgment table is roughly 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." Note that the miss reach mode determination random number judgment table is provided for each group type determined as described above, and the jackpot reach mode determination random number judgment table and the small win reach mode determination random number judgment table are provided for each reserve type.
[0104] In addition, each reach mode determination random number judgment table is also provided for each game state and type of symbol. Here, an example of a reach mode determination random number judgment table 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).
[0105] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is a "miss," as shown in Figure 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.
[0106] 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.
[0107] Furthermore, in each reach mode determination random number determination table, the reach mode determination random number is associated with a fluctuation pattern random number determination table, which will be described later, along with a fluctuation mode number; the fluctuation pattern random number determination table is determined at the same time that the fluctuation mode number is determined. In FIG. 10, the table x listed in the fluctuation pattern random number determination table column indicates an arbitrary table number. Therefore, the fluctuation mode number and the table number of the fluctuation pattern random number determination table are determined according to the acquired reach group determination random number and the type of reach mode determination random number determination table being referenced. In addition, in the first reference example, the fluctuation mode number and the fluctuation 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.
[0108] 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.
[0109] On the other hand, if the result of the big prize lottery is a "big win" or a "small win," the reach mode determination random number judgment table shown in Figure 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.
[0110] 11 is a diagram illustrating a fluctuation pattern random number determination table according to the first reference example. Here, a fluctuation pattern random number determination table x of a predetermined table number x is shown, but in addition, many other fluctuation pattern random number determination tables are provided for each table number.
[0111] When a game ball enters the first starting hole 120 or the second starting hole 122, one fluctuation pattern random number is acquired from the range of 0 to 238. Then, based on the fluctuation pattern random number determination table determined at the same time as the above fluctuation mode number and the acquired fluctuation pattern random number, a fluctuation pattern number is determined as shown in the figure.
[0112] In this way, when the big role lottery is performed, a variation mode number and a variation pattern number are determined according to the big role lottery result, the determined symbol type, the game state, the number of reserved symbols, the reserved symbol type, etc. These variation mode numbers and variation pattern numbers specify the variation performance pattern, and each of them is associated with the mode and time of the variation performance.
[0113] Fig. 12 is a diagram illustrating a fluctuation time determination table according to the first reference example. 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.
[0114] Furthermore, as described above, once the fluctuation pattern number is determined, fluctuation time 2 is determined according to the fluctuation time 2 determination table shown in Figure 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.
[0115] When the variation mode number is determined in the above manner, a variation mode command corresponding to the determined variation mode number is sent to the sub-control board 330, and when the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is sent to the sub-control board 330. The sub-control board 330 determines mainly the first half of the variation performance based on the received variation mode command, and mainly determines the second half of the variation performance based on the received variation pattern command, details of which will be described later. Note that, hereinafter, the variation mode number and variation pattern number will be collectively referred to as variation information, and the variation mode command and variation pattern command will be collectively referred to as variation command.
[0116] 13 is a diagram illustrating a special electric device activation ram set table according to the first reference example. This special electric device activation ram set table stores various data for controlling a big prize game or a small prize game, and during a big prize game or a small prize game, the special electric device activation ram set table is referenced to control the energization of the big prize opening solenoid 128c. In reality, multiple special electric device activation ram set tables are provided for each type of special symbol (big prize symbol and small prize symbol), and a corresponding table is set at the start of a big prize game or a small prize game depending on the type of special symbol determined. However, for the sake of convenience, the control data for all special symbols is shown in one table here.
[0117] 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, an opening / closing process is executed to control the opening and closing of the big prize opening 128 in a predetermined opening / closing pattern, with reference to the special electric role activation RAM set table, as shown in Figure 13. The big prize game and the small prize game are made up of multiple rounds of play in which the big prize opening 128 is opened and closed a predetermined number of times.
[0118] According to this special electric device operation RAM set table, the opening time (waiting time until the first round of play begins), the maximum number of times the special electric device operates (the number of rounds of play executed during one big win game or small win game), the number of times the special electric device opens and closes (the number of times the large prize opening 128 opens during one round of play), the solenoid energization time (the energization time of the large prize opening solenoid 128c for each opening of the large prize opening 128, i.e., the opening time of one large prize opening 128), the specified number (the maximum number of wins that can be won into the large prize opening 128 in one round of play), the effective time for closing the large prize opening (the closing time of the large prize opening 128 between rounds of play, i.e., the interval time between rounds), and the ending time (waiting time from the end of the last round of play until the normal special game resumes) are pre-stored as control data for the big win game or small win game for each type of big win pattern and small win pattern, as shown in the figure.
[0119] In the first reference example, 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 big win opening 128 or when a predetermined time (29.0 seconds in this case) has elapsed since the big win opening 128 was opened.
[0120] 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 opening and closing of the large prize opening 128 is executed repeatedly. Specifically, in the small prize game, the large prize opening 128 is opened for 0.15 seconds and closed for 2.0 seconds ten times. In the first reference example, the specified number of large prize openings 128 is set to eight, 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 large prize opening 128.
[0121] Here, if the game is played properly, the system is configured so that the specified number of game balls will certainly enter the large prize opening 128. However, the opening and closing times of the large prize opening 128 and the number of times the large prize opening 128 is opened are not particularly limited. In the first reference example, the specified number of large prize openings 128 is set to eight, and one round of play ends when the 29.0 seconds of opening has ended or when the specified number of game balls have entered the large prize opening 128.
[0122] Here, a specific area 140 and a non-specific area 141 are provided inside the big prize opening 128, and a gaming ball that enters the big prize opening 128 always enters either the specific area 140 or the non-specific area 141. Then, in a small prize game, if a gaming ball that enters the big prize opening 128 enters the specific area 140, a type 2 big prize is won, and following the small prize game, a big prize game is played in which the big prize opening 128 is opened. In this big prize game, nine round games (2R to 10R) are played.
[0123] Fig. 14 is a diagram illustrating the opening and closing modes of the large prize opening 128 and the opening and closing modes of the specific area 140 by the movable member 142. As shown in Fig. 14, in a small prize game in which the large prize opening 128 is opened, the movable member 142 opens the specific area 140 for an instant (about 0.15 seconds) at the same time as the large prize opening 128 is opened, and then maintains the specific area 140 in a closed state for a predetermined time, and then maintains the specific area 140 in an open state again.
[0124] 14, when the special symbol a is determined and a small win game is executed, the large prize opening 128 is opened a total of 10 times in the small win game. Therefore, there is a possibility that a gaming ball that enters the large prize opening 128 at the same time as the first opening of the large prize opening 128 may not be able to enter the specific area 140, but when the large prize opening 128 is opened for the second time or later, a gaming ball that enters the large prize opening 128 can reliably enter the specific area 140.
[0125] In addition, if an unforeseen event occurs, such as the gaming ball getting stuck in the large prize opening 128, or the gaming ball becoming stuck in the large prize opening 128 for a long period of time for some reason, there is a possibility that the gaming ball will not enter the specific area 140 in a small prize 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.
[0126] 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 reference example. In the first reference example, 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.
[0127] 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 reference example, "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.
[0128] Here, if the game state after the big win game is set to a time-saving game state, time-saving termination conditions for terminating the time-saving game state are also set. Here, the time-saving termination conditions are set as the number of normal symbol fluctuations (or the number of times the normal electric accessory solenoid 122c is activated), 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 termination conditions are common when special symbol A or special symbol C is selected, and the time-saving termination conditions for the time-saving game state when special symbol B, special symbol D, or special symbol A is selected are different from those when special symbol A or special symbol C is selected. However, the time-saving termination conditions may be different or common for all time-saving game states. Furthermore, even if the special symbol that triggered the execution of the big win game is common, the time-saving game state may be controlled to have different time-saving termination conditions depending on the reference timing of the game state when the special symbol that triggered the execution of the big win game was displayed.
[0129] 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.
[0130] Among the time-saving end conditions, the number of long openings of the second start port 122 is the number of long openings of the second start port 122, and is set in the time-saving count counter (for long opening) when the time-saving game state is set. As will be described in detail later, when a normal winning symbol is won in the normal symbol lottery, the type of normal winning symbol is determined. Here, two types of normal symbol winning symbols, L and S, are provided, and the opening and closing of the second start port 122 is controlled based on the type of normal symbol won and the game state at the start of the normal symbol variation.
[0131] At this time, if a normal symbol L is won in the time-saving game state, the opening time of the second start port 122 is set longer than if a normal symbol S is won in the time-saving game state, or if normal symbols L and S are won in the non-time-saving game state. In this way, in the first reference example, the opening time of the second start port 122 differs depending on the combination of the type of normal winning symbol that is won and the game state at the start of the normal symbol fluctuation. Hereinafter, the opening of the second start port 122 with a relatively long opening time is called a long opening, and the opening of the second start port 122 with a relatively short opening time is called a short opening.
[0132] The number of long openings of the second start port is subtracted when the long opening of the second start port 122 is completed during the time-saving game mode. When the remaining number of long openings of the second start port is updated from 1 to 0, the time-saving game mode ends and the game is set to a non-time-saving game mode. Note that the number of second start port openings may be set as a time-saving termination condition instead of or in addition to the number of long openings of the second start port. In this case, the number of second start port openings may be subtracted both when a long opening is performed and when a short opening is performed. Furthermore, the number of short openings of the second start port may be set as a time-saving termination condition instead of or in addition to the number of long openings of the second start port, and the number of short openings of the second start port may be subtracted when a short opening is performed.
[0133] Among the time-saving end conditions, the number of special 2 variations is the number of times the pattern variation process based on the special 2 reservation (hereinafter referred to as special 2 variation), and is set in the time-saving count counter (for special 2) when the time-saving game state is set. The number of special 2 variations is then subtracted each time a special 2 variation starts in the time-saving game state. When the remaining number of special 2 variations is updated from 1 to 0, the time-saving game state ends and the game state is set to a non-time-saving game state. The number of special 2 variations set in the time-saving count counter (for special 2) may be subtracted at the end of the special 2 variation, that is, when a special pattern is stopped and displayed on the second special pattern display 162.
[0134] Among the time-saving end conditions, the number of special 1 variations is the number of times the pattern variation process based on the special 1 reservation (hereinafter referred to as special 1 variation), and is set in the time-saving count counter (for special 1) when the time-saving game state is set. The number of special 1 variations is then subtracted each time a special 1 variation starts in the time-saving game state. When the remaining number of special 1 variations is updated from 1 to 0, the time-saving game state ends and the game state is set to a non-time-saving game state. Note that the number of special 1 variations set in the time-saving count counter (for special 1) may be subtracted at the end of the special 1 variation, that is, when the special pattern is stopped and displayed on the first special pattern display 160.
[0135] In addition to the above, a total number of fluctuations may be set as a time-saving end condition. The total number of fluctuations is the total number of special 1 fluctuations and special 2 fluctuations, and is set in a time-saving count counter (for total) when the time-saving game state is set. The total number of fluctuations is then subtracted each time the result of the big role lottery is determined in the time-saving game state, that is, each time a fluctuation process is executed. When the remaining number of total fluctuations is updated from 1 to 0, the time-saving game state ends and the game state is set to a non-time-saving game state. The total number of fluctuations may be subtracted at the start of special 1 fluctuation or special 2 fluctuation.
[0136] When any one of the above time-saving termination conditions is met, the currently set time-saving game state ends and the game state changes to a non-time-saving game state. Note that the above time-saving termination conditions are examples of termination conditions used in the first reference example, 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 reference example, 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, so the time-saving game state may be terminated by counting the number of normal electric role solenoid 122c activations instead of 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.
[0137] Fig. 16(a) is a diagram explaining a random number judgment table for determining a normal symbol win according to the first reference example, Fig. 16(b) is a diagram explaining a random number judgment table for determining a normal symbol win for a non-time-shortened game state according to the first reference example, and Fig. 16(c) is a diagram explaining a random number judgment table for determining a normal symbol win for a time-shortened game state according to the first reference example. When a game ball flowing down the game area 116 passes through the gate 124, a process for determining a winning type (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.
[0138] 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.
[0139] 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.
[0140] 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.
[0141] 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.
[0142] 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.
[0143] 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%.
[0144] 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.
[0145] In addition, if the normal symbol lottery determines that the symbol is a miss, the type of normal symbol will be determined to be a miss normal symbol, regardless of the game status.
[0146] FIG. 17(a) is a diagram illustrating a normal symbol fluctuation time data table according to the first reference example, and FIG. 17(b) is a diagram illustrating an opening / closing control pattern table according to the first reference example. As described above, when a normal symbol lottery is conducted, the normal symbol fluctuation time is determined. The normal symbol fluctuation time data table is referenced when determining the normal symbol fluctuation time when a normal symbol winning symbol or a normal symbol losing symbol is determined by the normal symbol lottery. According to this normal symbol fluctuation time data table, if the type of the winning normal symbol is normal symbol L, the fluctuation time is determined to be 10 seconds, and if the type of the winning normal symbol is normal symbol S or a normal symbol losing symbol, the fluctuation time is determined to be 1 second.
[0147] The normal symbol fluctuation time described above is merely an example. For example, similar to the special symbol fluctuation time, multiple fluctuation patterns with different fluctuation times may be provided, and the fluctuation pattern may be determined by lottery using a normal symbol fluctuation pattern table for the normal symbol lottery, obtained from a normal symbol fluctuation pattern random number used in the normal symbol lottery. A table for determining the normal symbol fluctuation time may also be provided for each game state. In this case, for example, a normal symbol fluctuation time data table provided for the non-time-saving game state may select a fluctuation of 5 to 10 seconds regardless of whether the normal symbol is a win or a win, or the type of normal symbol. Once the fluctuation time is determined, the normal symbol display 168 will fluctuate (blink) for the determined time, and after the fluctuation time has elapsed, the normal symbol display 168 will display the winning normal symbol.
[0148] Then, when the winning normal symbol is determined by the normal symbol lottery and the normal symbols L and S are displayed on the normal symbol display 168, an auxiliary game is executed. In the auxiliary game, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to an opening / closing control pattern table, as shown in Figure 17(b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when energization of the normal electric accessory solenoid 122c begins, but here, for convenience of explanation, control data corresponding to each game state is shown in one table.
[0149] According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 begins to open), the maximum number of times the normal electric role device is switched on and off (number of times the second start port 122 is opened), the solenoid power supply time (power supply time of the normal electric role device solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of the second start port 122 once), the specified number (the maximum number of winning entries into the second start port 122 while the second start port 122 is fully open), the normal power closing effective time (the closing time between each opening of the second start port 122, i.e., the pause time), the normal power effective state time (waiting time from the end of the last opening of the second start port 122), and the normal power end waiting time (waiting time until the variable display of the normal pattern described below is resumed after the normal power effective state time has elapsed) are pre-stored as control data for the second start port 122 for each type of normal pattern, as shown in the figure.
[0150] As is clear from FIG. 17(b), when a normal symbol S is 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, four game balls can be reliably placed in the second start hole 122 during one auxiliary game. Note that the specified number is set to eight, and when eight game balls enter the second start hole 122 during an auxiliary game, the auxiliary game ends.
[0151] Here, four special 2 reserves can be stored, and the specified number of second starting slots 122 is set to four. Therefore, by winning the normal pattern L once, the big role lottery based on the special 2 reserve can be executed five times. At this time, in the big role lottery based on the special 2 reserve, you will always win a big or small prize, so by winning the normal pattern L once, you will win a big or small prize five times.
[0152] However, for example, the number of special 2 reserves may be set to 0, and the number of second starting slots 122 may be set to 1. In this case, if you win the normal pattern L once, you can play a big role lottery based on the special 2 reserve once (only for the immediate variable amount).
[0153] 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.
[0154] 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.
[0155] Next, the main processing of the main control board 300 in accordance with the progress of a game in the gaming machine 100 according to the first reference example will be described.
[0156] 18 is a diagram illustrating the gaming machine status flag according to the first reference example. In the main control board 300, the gaming machine status flag controls whether or not a game can be played. The gaming machine status flag is set to one of six flag values from 00H to 05H. A flag value of the gaming machine status flag = 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.
[0157] 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.
[0158] (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 reference example, and Figure 20 is a second flowchart explaining the CPU initialization processing in the main control board 300 according to the first reference example.
[0159] 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).
[0160] (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.
[0161] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.
[0162] (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.
[0163] (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.
[0164] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.
[0165] (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.
[0166] (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.
[0167] (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.
[0168] (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.
[0169] (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.
[0170] (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.
[0171] (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.
[0172] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0173] (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.
[0174] (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.
[0175] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.
[0176] (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.
[0177] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register and moves the process to step S100-45.
[0178] (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.
[0179] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.
[0180] (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.
[0181] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.
[0182] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.
[0183] (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.
[0184] (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.
[0185] (Step S100-51) The main CPU 300a loads the gaming machine status flag.
[0186] (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.
[0187] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.
[0188] (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.
[0189] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0190] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0191] (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.
[0192] (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.
[0193] (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 .
[0194] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.
[0195] (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.
[0196] FIG. 21 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300 according to the first reference example.
[0197] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.
[0198] (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.
[0199] (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.
[0200] (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.
[0201] (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.
[0202] (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.
[0203] (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.
[0204] (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.
[0205] (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.
[0206] (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.
[0207] (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.
[0208] Next, a description will be given of interrupt processing in the main control board 300 according to the first reference example. Here, a description will be given of a power-off save processing (XINT interrupt processing) and a timer interrupt processing.
[0209] (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 reference example. 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.
[0210] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.
[0211] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0212] (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.
[0213] (Step S300-7) The main CPU 300a restores the register.
[0214] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.
[0215] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0216] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.
[0217] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.
[0218] (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.
[0219] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0220] (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.
[0221] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.
[0222] (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.
[0223] 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.
[0224] (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 reference example. 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 reference example, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs in the CPU initialization processing (step S100), and the following timer interrupt processing is executed.
[0225] (Step S400-1) The main CPU 300a saves the registers.
[0226] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.
[0227] (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.
[0228] (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.
[0229] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.
[0230] (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.
[0231] (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.
[0232] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.
[0233] (Step S400-15) The main CPU 300a performs a timer update process to update various timer counters. Here, unless otherwise specified, the timer counters are decremented each time the main control board 300 executes a timer interrupt process, and the decrement stops when the counter reaches 0.
[0234] (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.
[0235] (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.
[0236] Although a detailed explanation will be omitted, in the first reference example, 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.
[0237] (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, and the special prize hole detection switch 128s. Details of this switch management process will be described later.
[0238] (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.
[0239] (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.
[0240] (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.
[0241] (Step S400-23) The main CPU 300a checks the general prize opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, and the large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.
[0242] (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.
[0243] (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.
[0244] (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.
[0245] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process for synthesizing the solenoid output images of the normal electric accessory solenoid 122c, the big winning opening solenoid 128c, and the movable member driving solenoid 142c, and storing the synthesized images in an output port buffer.
[0246] (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.
[0247] (Step S400-35) The main CPU 300a performs processing to disable interrupts.
[0248] (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.
[0249] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.
[0250] FIG. 24 is a flowchart illustrating the setting-related process (S450) according to the first reference example.
[0251] (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.
[0252] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a predetermined processing area.
[0253] (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.
[0254] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.
[0255] (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.
[0256] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.
[0257] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.
[0258] (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.
[0259] (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.
[0260] (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.
[0261] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.
[0262] As described above, according to the first reference example, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (Fig. 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.
[0263] 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.
[0264] 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.
[0265] Here, in the setting-related processing of the first reference example, after the RAM clear button is pressed, i.e., after 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 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.
[0266] In the first reference example, 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, since setting-related processing is not executed while the game is in progress, setting value designation commands are not sent while the game is in progress, and the risk of registered setting values being obtained fraudulently is reduced.
[0267] 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.
[0268] FIG. 25 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the first reference example.
[0269] (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.
[0270] (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.
[0271] (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.
[0272] (Step S520) The main CPU 300a executes first start opening passage processing based on the entry of the gaming ball into the first start opening 120. Details of this first start opening passage processing will be described later.
[0273] (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.
[0274] (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.
[0275] (Step S500-7) The main CPU 300a determines whether the special prize opening detection switch is on, that is, whether a gaming ball has entered the special prize opening 128 and a detection signal has been input from the special prize opening detection switch 128s. If it is determined that the special prize opening detection switch is on, the process proceeds to step S500-9, and if it is determined that the special prize opening detection switch is not on, the process proceeds to step S500-11.
[0276] (Step S500-9) The main CPU 300a determines whether a big win game or a small win game is currently in progress, and determines whether the game ball entered the big win port 128 properly. If it is determined that a big win game or a small win game is not in progress, a predetermined fraud detection process is executed, and if it is determined that a big win game or a small win game is in progress and the game ball entered the big win port 128 properly, the main CPU 300a increments the big win port winning ball number counter by 1, and sets a big win port winning designation command in the transmission buffer.
[0277] (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.
[0278] (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.
[0279] (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.
[0280] (Step S500-15) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.
[0281] (Step S500-17) The main CPU 300a determines whether the out ball detection switch is on, i.e., whether a detection signal has been input from the out ball detection switch 130s. If it is determined that the out ball detection switch is on, the process proceeds to step S500-19, and if it is determined that the out ball detection switch is not on, the switch management process is terminated.
[0282] (Step S500-19) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.
[0283] FIG. 26 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to the first reference example.
[0284] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generator.
[0285] (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.
[0286] (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.
[0287] (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.
[0288] (Step S510-9) The main CPU 300a saves the winning determination random number acquired in the above step S510-1 in the target storage unit calculated in the above step S510-7.
[0289] (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.
[0290] FIG. 27 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300 according to the first reference example.
[0291] (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.
[0292] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.
[0293] (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.
[0294] FIG. 28 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 according to the first reference example.
[0295] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0296] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.
[0297] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.
[0298] (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.
[0299] (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.
[0300] (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.
[0301] 29 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300 according to the first reference example. 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.
[0302] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0303] (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.
[0304] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.
[0305] (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.
[0306] (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.
[0307] (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.
[0308] (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.
[0309] (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.
[0310] (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.
[0311] (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.
[0312] (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.
[0313] (Step S535-21) The main CPU 300a loads the normal game management phase.
[0314] (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.
[0315] (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).
[0316] FIG. 30 is a flowchart illustrating the acquisition time performance determination process (step S536) in the main control board 300 according to the first reference example.
[0317] (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.
[0318] (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.
[0319] (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.
[0320] (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.
[0321] (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.
[0322] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13.
[0323] (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.
[0324] (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.
[0325] (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.
[0326] (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.
[0327] (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.
[0328] (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.
[0329] (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.
[0330] (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.
[0331] FIG. 31 is a flowchart illustrating the specific area passing process (S540) in the main control board 300 according to the first reference example.
[0332] (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.
[0333] 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 reference example, it is turned on at the start of the small win game (first round game).
[0334] (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.
[0335] (Step S540-5) The main CPU 300a turns on the specific area entry flag.
[0336] (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.
[0337] (Step S540-9) The main CPU 300a executes a predetermined error process.
[0338] (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.
[0339] 32 is a diagram illustrating the special game management phase according to the first reference example. As already explained, in the first reference example, 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.
[0340] As shown in FIG. 32, the main ROM 300b stores a plurality of special game control modules for controlling the execution of special games, and each of these special game control modules is associated with a special game management phase. Specifically, when the special game management phase is "00H", a module for executing "special symbol change waiting processing" is called, when the special game management phase is "01H", a module for executing "special symbol change in progress processing" is called, when the special game management phase is "02H", a module for executing "special symbol stop symbol display processing" is called, when the special game management phase is "03H" or "07H", a module for executing "large prize opening pre-processing" is called, when the special game management phase is "04H" or "08H", a module for executing "large prize opening opening control processing" is called, when the special game management phase is "05H" or "09H", a module for executing "large prize opening closure valid processing" is called, and when the special game management phase is "06H" or "0AH", a module for executing "large prize opening end wait processing" is called.
[0341] FIG. 33 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0342] (Step S600-1) The main CPU 300a loads the special game management phase.
[0343] (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.
[0344] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.
[0345] (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.
[0346] 34 is a flowchart illustrating the special symbol change waiting process in the main control board 300. This special symbol change waiting process is executed when the special game management phase is "00H".
[0347] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 reserved ball counter, that is, the special 2 reserved number (X2) is "1" or more. As a result, if it is determined that the special 2 reserved number (X2) is "1" or more, the process moves to step S610-7, and if it is determined that the special 2 reserved number (X2) is not "1" or more, the process moves to step S610-3.
[0348] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball counter, that is, the special 1 reserved number (X1), is greater than or equal to 1. As a result, if it is determined that the special 1 reserved number (X1) is greater than or equal to 1, the process proceeds to step S610-7, and if it is determined that the special 1 reserved number (X1) is not greater than or equal to 1, the process proceeds to step S610-5.
[0349] (Step S610-5) The main CPU 300a sets the customer waiting designation command in the transmission buffer, executes customer waiting setting processing for setting the state to customer waiting, and ends the special symbol change waiting processing.
[0350] (Step S610-7) The main CPU 300a block-transfers the special 2 reserve stored in the first to fourth storage units of the second special symbol reserve storage area, or the special 1 reserve stored in the first to fourth storage units of the first special symbol reserve storage area, to a storage unit with a smaller ordinal number by one. Specifically, in the above step S610-1, when it is determined that the number of special symbol 2 reserved balls is "1" or more, the special 2 reserve stored in the second to fourth storage units of the second special symbol reserve storage area is transferred to the first to third storage units. In addition, the main RAM 300c is provided with a 0th storage unit to be processed, and the special 2 reserve stored in the 1st storage unit is block-transferred to the 0th storage unit to be processed provided in the main RAM 300c. Also, in the above step S610-3, if it is determined that the number of reserved balls for special symbol 1 is "1" or more, the special symbol 1 reserved balls stored in the second to fourth memory units of the first special symbol reserved memory area are transferred to the first to third memory units, and the special symbol 1 reserved balls stored in the first memory unit are block-transferred to the 0th memory unit. In addition, in this special symbol memory area shift process, the counter value of the target special symbol reserved ball number counter corresponding to the reserved type transferred to the 0th memory unit is subtracted by "1", and a reserved reduction designation command indicating that the special symbol 1 reserved or special symbol 2 reserved has been subtracted by "1" is set in the transmission buffer.
[0351] (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.
[0352] (Step S610-9) 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.
[0353] (Step S610-11) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-9. 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.
[0354] (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.
[0355] (Step S610-13) 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.
[0356] (Step S610-15) 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.
[0357] (Step S610-17) 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.
[0358] (Step S610-19) The main CPU 300a loads the counter values of the special symbol 1 reserved ball counter and the special symbol 2 reserved ball counter and sets a special symbol reserved command in the transmission buffer. Here, the special symbol 1 reserved command is set based on the counter value of the special symbol 1 reserved ball counter (special symbol 1 reserved number), and the special symbol 2 reserved command is set based on the counter value of the special symbol 2 reserved ball counter (special symbol 2 reserved number). Also, here, the special symbol winning order command corresponding to the winning order of the special symbol 1 reserved and special symbol 2 reserved stored in step S610-7 above is set in the transmission buffer. As a result, each time the special symbol 1 reserved or special symbol 2 reserved is consumed, the number of special symbol 1 reserved and special symbol 2 reserved, as well as the winning order of each reserved symbol, are transmitted to the sub-control board 330.
[0359] (Step S610-21) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.
[0360] FIG. 35 is a flowchart illustrating the special symbol winning determination process (S611) according to the first reference example.
[0361] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0362] (Step S611-3) The main CPU 300a loads the registered setting values in the setting value buffer.
[0363] (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.
[0364] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal status).
[0365] (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.
[0366] (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.
[0367] (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.
[0368] (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.
[0369] FIG. 36 is a flowchart illustrating the special symbol variable number determination process in the main control board 300 according to the first reference example.
[0370] (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.
[0371] 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.
[0372] 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.
[0373] (Step S612-3) The main CPU 300a increments the fluctuation counter, which counts the number of fluctuations in the current fluctuation state.
[0374] (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.
[0375] (Step S612-7) The main CPU 300a loads the variation pattern selection state flag.
[0376] (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.
[0377] (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.
[0378] (Step S612-13) The main CPU 300a loads the variation pattern selection state flag.
[0379] (Step S612-15) If the variation pattern selection status flag loaded in step S612-13 is 01H or higher, the main CPU 300a sets a reach group determination random number judgment table based on the variation pattern selection status flag, the counter value of the variation count counter, the hold type, and the number of holds confirmed in step S612-11. On the other hand, if the variation pattern selection status flag loaded in step S612-13 is 00H, the main CPU 300a sets a corresponding reach group determination random number judgment table based on the current game state, the number of holds confirmed in step S612-11, and the hold type. Then, the reach group (group type) is determined based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th memory unit in step S610-7.
[0380] (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.
[0381] (Step S612-19) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-9 or the above step S612-17 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Here, a variation pattern random number judgment table is determined together with the variation mode number.
[0382] (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.
[0383] (Step S612-23) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-19 above and the variation pattern random number transferred to the 0th storage unit in step S610-7 above.
[0384] (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.
[0385] 37 is a flowchart illustrating the special symbol variation process in the main control board 300 according to the first reference example. This special symbol variation process is executed when the special game management phase is "01H".
[0386] (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.
[0387] (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.
[0388] (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 S610-13.
[0389] (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.
[0390] (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.
[0391] (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.
[0392] (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.
[0393] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0394] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-11 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.
[0395] (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.
[0396] (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.
[0397] 38 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to the first reference example. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0398] (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.
[0399] (Step S630-3) The main CPU 300a checks the result of the big role lottery.
[0400] (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.
[0401] (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.
[0402] 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.
[0403] (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.
[0404] (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.
[0405] (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.
[0406] (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.
[0407] (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.
[0408] (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.
[0409] (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.
[0410] (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.
[0411] (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.
[0412] (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.
[0413] (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.
[0414] FIG. 39 is a flowchart illustrating the variable state update process in the main control board 300 according to the first reference example.
[0415] (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.
[0416] (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.
[0417] (Step S631-5) The main CPU 300a resets (to 0) the counter value (number of fluctuations) of the fluctuation number counter.
[0418] (Step S631-7) The main CPU 300a updates the variation pattern selection status flag to 00H.
[0419] (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.
[0420] 40 is a flowchart illustrating the process before the opening of the special prize opening in the main control board 300 according to the first reference example. This process before the opening of the special prize opening is executed when the special game management phase is "03H" or "07H."
[0421] (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.
[0422] (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.
[0423] (Step S640-5) The main CPU 300a sets a special prize opening opening designation command for transmitting the start of opening of the special prize opening 128 (start of a round game) to the sub-control board 330 in the transmission buffer.
[0424] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.
[0425] (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.
[0426] FIG. 41 is a flowchart illustrating the special prize opening open / close switching process in the main control board 300 according to the first reference example.
[0427] (Step S641-1) The main CPU 300a judges whether the counter value of the special electric accessory opening / closing switching number counter is the upper limit value of the special electric accessory opening / closing switching number (the number of times the special electric accessory opening / closing port 128 is opened and closed during one round of play). As a result, if it is judged that the counter value is the upper limit value, the main CPU 300a ends the special electric accessory opening / closing switching process, and if it is judged that the counter value is not the upper limit value, it proceeds to step S641-3.
[0428] (Step S641-3) The main CPU 300a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the energization of the large prize opening solenoid 128c, as well as timer data which is the energization time or de-energization time of the large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.
[0429] (Step S641-5) The main CPU 300a executes a special prize opening solenoid energization control process to start energization of the special prize opening solenoid 128c or to stop energization of the special prize opening solenoid 128c based on the solenoid control data extracted in step S641-3 above. By executing this special prize opening solenoid energization control process, the start or stop of energization of the special prize opening solenoid 128c is controlled in steps S400-31 and S400-33 above.
[0430] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 in the special game timer. The timer value saved in the special game timer here is the maximum opening time of the special winning port 128 once.
[0431] (Step S641-9) The main CPU 300a determines whether the special prize opening solenoid 128c is in the energization start state, i.e., whether the control process to start energizing the special prize opening solenoid 128c has been performed in the above step S641-5. If it is determined that the special prize opening solenoid 128c is in the energization start state, the process proceeds to step S641-11, and if it is determined that the special prize opening solenoid 128c is not in the energization start state, the special prize opening opening open / close switching process is terminated.
[0432] (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.
[0433] 42 is a flowchart illustrating the special prize opening control process in the main control board 300 according to the first reference example. This special prize opening control process is executed when the special game management phase is "04H" or "08H".
[0434] (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.
[0435] (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.
[0436] (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.
[0437] (Step S650-5) The main CPU 300a determines whether the counter value of the special prize opening ball counter updated in step S500-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of wins in one round have entered the special prize opening 128. As a result, if it is determined that the specified number has not been reached, the main CPU 300a ends the special prize opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0438] (Step S650-7) The main CPU 300a stops the energization of the special prize opening solenoid 128c and executes special prize opening closing processing required to close the special prize opening 128. As a result, the special prize opening 128 is brought into a closed state.
[0439] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.
[0440] (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").
[0441] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command indicating that the special prize opening 128 has been closed in the transmission buffer, and ends the special prize opening opening control process.
[0442] 43 is a flowchart illustrating the special prize opening closure validity process in the main control board 300 according to the first reference example. This special prize opening closure validity process is executed when the special game management phase is "05H" or "09H".
[0443] (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.
[0444] (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.
[0445] (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.
[0446] (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.
[0447] (Step S660-9) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.
[0448] (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").
[0449] (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.
[0450] 44 is a flowchart illustrating the special prize opening end wait process in the main control board 300 according to the first reference example. This special prize opening end wait process is executed when the special game management phase is "06H" or "0AH".
[0451] (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.
[0452] (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.
[0453] 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.
[0454] (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.
[0455] (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.
[0456] (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.
[0457] (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.
[0458] 45 is a diagram illustrating the normal game management phase according to Reference Example 1. As already explained, in Reference 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.
[0459] As shown in FIG. 45, the main ROM 300b stores a plurality of normal game control modules for controlling the execution of normal games, and each of these normal game control modules is associated with a normal game management phase. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol change waiting processing" is called, when the normal game management phase is "01H", a module for executing "normal symbol change in progress processing" is called, when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display processing" is called, when the normal game management phase is "03H", a module for executing "normal electric device prize opening pre-processing" is called, when the normal game management phase is "04H", a module for executing "normal electric device prize opening opening control processing" is called, when the normal game management phase is "05H", a module for executing "normal electric device prize opening closure enable processing" is called, and when the normal game management phase is "06H", a module for executing "normal electric device prize opening end wait processing" is called.
[0460] FIG. 46 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to the first reference example.
[0461] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0462] (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.
[0463] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.
[0464] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.
[0465] 47 is a flowchart illustrating the normal symbol change waiting process in the main control board 300 according to the first reference example. This normal symbol change waiting process is executed when the normal game management phase is "00H".
[0466] (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.
[0467] (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.
[0468] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th storage unit, selects the winning determination random number judgment table corresponding to the current game state, performs a normal symbol lottery, and executes a normal symbol winning determination process that stores the lottery result. Also, here, a process is executed to determine the type of normal symbol based on the result of the normal symbol lottery.
[0469] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the type of normal symbol determined in step S710-5. In the first reference example, the normal symbol display 168 is composed of a plurality of LED lamps, and the normal symbol display 168 corresponding to the type of normal symbol lights up. The normal symbol stop symbol number determined here indicates the LED lamp of the normal symbol display 168 that will finally be turned on.
[0470] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.
[0471] (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.
[0472] (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.
[0473] (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.
[0474] (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.
[0475] (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.
[0476] (Step S710-20) The main CPU 300a stores the current game state as the game state at the start of the normal game change.
[0477] (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.
[0478] (Step S710-23) The main CPU 300a decrements the counter value of the normal fluctuation count counter.
[0479] (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.
[0480] (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).
[0481] (Step S710-29) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0482] 48 is a flowchart illustrating the normal symbol variation process in the main control board 300 according to the first reference example. This normal symbol variation process is executed when the normal game management phase is "01H".
[0483] (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.
[0484] (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.
[0485] (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.
[0486] (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.
[0487] (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 finally lights up, the normal symbol is displayed, and the result of the normal symbol lottery is announced.
[0488] (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.
[0489] (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.
[0490] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.
[0491] 49 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 according to the first reference example. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0492] (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.
[0493] (Step S730-3) The main CPU 300a checks the result of the regular lottery.
[0494] (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.
[0495] (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.
[0496] (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.
[0497] (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.
[0498] 50 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300 according to the first reference example. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".
[0499] (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.
[0500] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.
[0501] (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.
[0502] FIG. 51 is a flowchart illustrating the normal electric role winning opening / closing switching process in the main control board 300 according to the first reference example.
[0503] (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.
[0504] (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.
[0505] (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.
[0506] (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.
[0507] (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.
[0508] (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.
[0509] 52 is a flowchart illustrating the normal electric device winning opening control process in the main control board 300 according to the first reference example. This normal electric device winning opening control process is executed when the normal game management phase is "04H".
[0510] (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.
[0511] (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.
[0512] (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.
[0513] (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.
[0514] (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.
[0515] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.
[0516] (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.
[0517] 53 is a flowchart explaining the normal electric device winning hole closing validity process in the main control board 300 according to the first reference example. This normal electric device winning hole closing validity process is executed when the normal game management phase is "05H".
[0518] (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.
[0519] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.
[0520] (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.
[0521] 54 is a flowchart explaining the normal electric device winning port end wait processing in the main control board 300 according to the first reference example. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".
[0522] (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.
[0523] (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.
[0524] (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).
[0525] (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.
[0526] (Step S770-9) The main CPU 300a sets the gaming state to the non-time-shortening gaming state.
[0527] (Step S770-11) The main CPU 300a executes the above-mentioned game state change designation command setting process.
[0528] (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.
[0529] As described above, the special game and the normal game proceed by executing various processes on the main control board 300. The first reference example described above realizes the playability of the normal game ST by the first type / second type mixed machine.
[0530] <Second reference example> The gaming machine 100 according to the second reference example is a first type of gaming machine and is equipped with a so-called probability fluctuation function. In the second reference example, a high-probability gaming state and a low-probability gaming state are provided as gaming states related to special games, and a time-saving gaming state and a non-time-saving gaming state are provided as gaming states related to normal games. Since the mechanical configuration, internal configuration, and processing content of the second reference example have much in common with the first reference example, here, differences from the first reference example will be described, and descriptions of the parts common to the first reference example will be omitted.
[0531] The surface configuration of the second reference example is the same as that shown in FIG. 2 of the first reference example, and each board of the second reference example is the same as that shown in FIG. 4 of the first reference example. However, in the second reference example, the internal configuration of the large prize opening 128 is different from that of the first reference example. Specifically, in the second reference example, the specific area 140 and the movable member 142 are not provided inside the large prize opening 128. The other configurations are the same as those of the second reference example and the first reference example. Therefore, in the following description of the second reference example, the same components as those in the first reference example are assigned the same reference symbols, and detailed description thereof will be omitted.
[0532] Furthermore, unless otherwise specified in the following description, the second reference example executes the same processes as the first reference example. Therefore, each process of the main control board 300 described in the first reference example is also executed in the second reference example unless otherwise specified.
[0533] Figure 55 is a diagram illustrating a jackpot determination random number judgment table according to the second reference example. In the second reference example, instead of the special 1 jackpot determination random number judgment table and the special 2 jackpot determination random number judgment table of the first reference example, a low probability jackpot determination random number judgment table shown in Figure 55(a) and a high probability jackpot determination random number judgment table shown in Figure 55(b) are provided. In the second reference example, as in the first reference example, a major role lottery is executed based on the special 1 reserve and the special 2 reserve. In the second reference example, a common jackpot determination random number judgment table is used for the special 1 reserve and the special 2 reserve.
[0534] When the gaming state is a low-probability gaming state, a low-probability jackpot determination random number judgment table is used in the big role lottery, and when the gaming state is a high-probability gaming state, a high-probability jackpot determination random number judgment table is used in the big role lottery. As an example, according to the low-probability jackpot determination random number judgment table, the jackpot probability is set to about 1 / 319.6, as shown in Figure 55(a), and according to the high-probability jackpot determination random number judgment table, the jackpot probability is set to about 1 / 100.6, as shown in Figure 55(b).
[0535] In the second reference example, as in the first reference example, the jackpot probability may differ for each set value, or no set value may be set. Here, a small jackpot is not provided, but as in the first reference example, a small jackpot may be provided. However, in specifications such as the second reference example that include a probability fluctuation function, the execution of a large prize game based on passing through a specific area 140 in the large prize entry port during a small jackpot game, i.e., a type 2 jackpot, as in the first reference example and the third reference example described below, is restricted. Therefore, even if a small jackpot is provided, a small jackpot game that ends in one round of play is executed. In the second reference example, if a small jackpot is not provided, the processing related to the small jackpot in the first reference example is unnecessary.
[0536] Figure 56 is a diagram illustrating a winning symbol random number determination table according to the second reference example. When a jackpot is won in a big role lottery based on special 1 reservation, the type of special symbol, i.e., the jackpot symbol, is determined using the special 1 winning symbol random number determination table shown in Figure 56(a). Also, when a jackpot is won in a big role lottery based on special 2 reservation, the type of special symbol, i.e., the jackpot symbol, is determined using the special 2 winning symbol random number determination table shown in Figure 56(b).
[0537] As an example, if you win a jackpot based on Special 1 Reserve, there is a 20% chance that Special Pattern A, which is the jackpot pattern, will be determined, and there is a 20% chance that Special Pattern B, which is the jackpot pattern, will be determined. Also, if you win a jackpot based on Special 2 Reserve, there is a 50% chance that Special Patterns C and D, which are the jackpot patterns, will be determined.
[0538] 57 is a diagram illustrating a special electric device activation ram set table according to the second reference example. As an example, in the second reference example, if the jackpot symbol is special symbol A or C, five rounds of play are executed, and if the jackpot symbol is special symbol B or D, ten rounds of play are executed. Note that the type and number of jackpot symbols and the number of rounds of play are merely examples and can be modified as appropriate.
[0539] FIG. 58 is a diagram illustrating a game state setting table for setting the game state after the end of a big win game according to the second reference example. Here, regardless of the type of jackpot symbol, the game state after the big win game is set to a high-probability game state and a time-saving game state. Also, here, a total number of fluctuations is set as a termination condition for the high-probability game state and the time-saving game state. The total number of fluctuations is the sum of the number of special 1 fluctuations and the number of special 2 fluctuations, and here, the total number of fluctuations is set to 100. In the high-probability game state and the time-saving game state after the big win game, if a jackpot is not won in 100 big win lotteries, the game state is set to a low-probability game state and a non-time-saving game state.
[0540] Here, the gameplay will be described as a so-called ST machine, in which the aim is to win a jackpot within 100 big win lotteries. However, the second reference example can also be a so-called loop machine, in which a jackpot symbol is provided that sets a low-probability game state after a big win is played. In the case of a loop machine, it is preferable that the total number of fluctuations is set to 10,000 times, or the like, which essentially guarantees the next jackpot. Also, the gameplay can be a combination of a loop machine and an ST machine. Furthermore, although a detailed explanation will be omitted, the second reference example can also be a so-called fall machine, in which a high-probability game state ends when a win is made in a fall lottery.
[0541] 59(a) is a diagram illustrating a random number determination table for determining a normal symbol win in a non-time-saving game state according to the second reference example, FIG. 59(b) is a diagram illustrating a random number determination table for determining a normal symbol win in a time-saving game state according to the second reference example, and FIG. 59(c) is a diagram illustrating a random number determination table for determining a normal symbol win in a time-saving game state according to the second reference example. In a non-time-saving game state, a normal symbol lottery is executed using the random number determination table for determining a normal symbol win in a non-time-saving game state shown in FIG. 59(a), and in a time-saving game state, a normal symbol lottery is executed using the random number determination table for determining a normal symbol win in a time-saving game state shown in FIG. 59(b). As an example, in this case, in a non-time-saving game state, a normal symbol win is almost never won, and in a time-saving game state, a normal symbol win is almost always won.
[0542] When a normal winning symbol is won in the normal lottery, regardless of the game state, the type of normal symbol is determined using the normal symbol determination random number judgment table shown in Figure 59 (c). Here, the normal winning symbol is the same normal symbol L as in the first reference example, and when a normal winning symbol is won in the normal lottery, the normal symbol L is always determined. In addition, when a normal winning symbol is not won in the normal lottery, a normal losing symbol is determined.
[0543] FIG. 60(a) is a diagram illustrating a normal symbol fluctuation time data table for a non-time-saving game state according to the second reference example, FIG. 60(b) is a diagram illustrating a normal symbol fluctuation time data table for a time-saving game state according to the second reference example, and FIG. 60(c) is a diagram illustrating an opening / closing control pattern table for the second reference example. As shown in FIGS. 60(a) and (b), as an example, regardless of the type of normal symbol, in the non-time-saving game state, the normal symbol fluctuation time is set to 10 seconds, and in the time-saving game state, the normal symbol fluctuation time is set to 1 second. Also, as shown in FIG. 60(c), when a normal symbol L is won, in the non-time-saving game state, the second start slot 122 is opened only once every 0.01 seconds, and in the time-saving game state, the second start slot 122 is opened twice every 2.9 seconds.
[0544] As a result, in the second reference example, the second start opening 122 is almost never opened in the non-time-saving game state, but is frequently opened in the time-saving game state. Note that in the second reference example, as in the first reference example, the probability of winning a normal symbol in the non-time-saving game state may be set high. In this case, a normal symbol S is provided that short-opens the second start opening 122, and the probability of winning the normal symbol S is set high in the non-time-saving game state.
[0545] As described above, the second reference example described above realizes the gameplay of a first-class ST machine.
[0546] <3rd reference example> The gaming machine 100 according to the third reference example is a type 2 gaming machine, and is provided with a time-shortened gaming state and a non-time-shortened gaming state as gaming states. The mechanical configuration, internal configuration, and processing contents of the third reference example have much in common with the first and second reference examples, so here, differences from the first and second reference examples will be explained, and explanations of the parts common to the first and second reference examples will be omitted.
[0547] FIG. 61 is a diagram illustrating a small win determination random number judgment table according to the third reference example. In the third reference example, there is no big win as a winning type or judgment result of the big role lottery, and only a small win is provided. In the big role lottery based on the special 1 reservation, the small win determination random number judgment table for special 1 shown in FIG. 61(a) is used, and in the big role lottery based on the special 2 reservation, the small win determination random number judgment table for special 2 shown in FIG. 61(b) is used. Here, as an example, in the big role lottery based on the special 1 reservation, there is a probability of winning a small win of approximately 1 / 319.6, and in the big role lottery based on the special 2 reservation, there is a probability of winning a small win of approximately 1 / 100.0.
[0548] Although not shown, when a small win is won, a small win symbol is determined. Here, the same special symbol a as in the first reference example is provided as the small win symbol. When the special symbol a is determined, a small win game is executed. At this time, in the third reference example, as in the first reference example, when a gaming ball enters the specific area 140 during a small win game, a type 2 jackpot is awarded, and a large role game is executed following the small win game. Here, only small win symbols that execute a small win game that allows a gaming ball to enter the specific area 140 are provided. Therefore, the winning probability of a small win is substantially equal to the winning probability of a type 2 jackpot. However, a small win symbol that executes a small win game so that the large prize opening 128 is opened in a manner that prevents a gaming ball from entering the specific area 140 may be provided. This third reference example can be realized by the same processing as the first reference example.
[0549] <Example> Next, an embodiment of the present invention and its modifications will be described. The present invention can be applied to any of the basic functions of the three reference examples described above. Therefore, the following describes a case where the present invention is applied to the basic functions of any one of the three reference examples described above. In other words, the embodiment and its modifications described below are realized by changing part of the configuration and processing of the above reference examples. Therefore, the following describes the differences between the embodiment and modifications of the present invention and the above reference examples, and omits a description of the parts common to the reference examples.
[0550] Unless otherwise specified, the surface configuration of the examples and each modified example is the same as the surface configuration shown in Figure 2 of the first reference example above, and each substrate of the examples and each modified example is the same as that shown in Figure 4 of the first reference example above, unless otherwise specified.
[0551] The embodiments and variants described below have a normal state, which is the initial state, and multiple advantageous game states that are more advantageous than the normal state. The multiple advantageous game states include an easy-to-win state in which the movable means (movable piece 122b) is likely to be displaced to a state in which it is easy for the game ball to enter the second starting area (entering the second starting hole 122). As explained in the above reference examples, the normal state and the easy-to-win state each have an opening condition set for long-opening the second starting hole 122. The opening condition set for the easy-to-win state is more likely to be met than the opening condition set for the normal state.
[0552] Furthermore, in the embodiment and each modified example, multiple easy-to-win states are provided, and the multiple easy-to-win states include multiple easy-to-win states with different degrees of advantage. Hereinafter, the degree of advantage in each easy-to-win state, in other words, the game progress conditions in each easy-to-win state, will be referred to as "performance," and the level of advantage will be referred to as "performance level." The embodiment and each modified example share in common the fact that, during play, the game state transitions from a relatively low-performance easy-to-win state to a relatively high-performance easy-to-win state. In other words, the gaming machine 100 in the embodiment and each modified example has a gameplay feature in which performance can be improved during play.
[0553] <Example of performance> One way to differentiate performance across multiple easy-to-win states is to set different termination conditions for each easy-to-win state. Examples of termination conditions for the easy-to-win state include the number of special symbol changes (the sum of the number of special 1 and special 2 symbol changes, i.e., the total number of changes) or the number of regular symbol changes. The greater the number of special symbol changes and the number of regular symbol changes set as termination conditions, the higher the continuation rate of the easy-to-win state, i.e., the higher the likelihood of a jackpot in the easy-to-win state. In this case, the game state transitions from an easy-to-win state where the number of special symbol changes or the number of regular symbol changes set as termination conditions is relatively small to an easy-to-win state where the number is relatively large.
[0554] Also, for example, as the performance of the multiple easy-to-win states, it is possible to vary the probability that after a big win game, the next big win game will be substantially guaranteed. Furthermore, for example, as the performance of the multiple easy-to-win states, it is possible to vary the fluctuation efficiency (the number of special or normal pattern fluctuations per unit time).
[0555] In this way, in the embodiment and each modified example, the performance differs in the multiple easy-to-win states, but there is no particular limitation on how the performance differs. Therefore, as long as some performance, i.e., multiple easy-to-win states with different degrees of advantage, are provided and a transition from a relatively unfavorable easy-to-win state to a relatively favorable easy-to-win state is possible during play, the game progress conditions can be designed and modified as appropriate. In the following, for ease of understanding, the embodiment and each modified example will be described as having a predetermined performance, but each performance can be changed.
[0556] <First Example> FIG. 62 is a diagram illustrating game states according to the first embodiment. In the first embodiment, the case where the present invention is applied to the second reference example is described. The mechanical configuration, internal configuration, and processing contents of the first embodiment are largely common to those of the second reference example. Therefore, differences from the second reference example are described here, and explanations of the common parts are omitted. The gaming machine 100 of the first embodiment, like the second reference example, is a first-class gaming machine and is equipped with a probability fluctuation function. In the first embodiment, the high-probability game state and low-probability game state of the second reference example are provided as game states related to special games, and the time-saving game state and non-time-saving game state of the second reference example are provided as game states related to normal games.
[0557] Specifically, in the first embodiment, there are provided a normal state, a first easy winning state, a second easy winning state, a third easy winning state, and a fourth easy winning state. The normal state is a gaming state in which the probability of winning a jackpot in the big prize lottery is set to approximately 1 / 319.6, and the probability of winning a normal prize is set to approximately 0.
[0558] The first through fourth easy winning states are all game states in which the probability of winning a jackpot in the big prize lottery is set to approximately 1 / 100.0, and the probability of winning a regular prize is set to approximately 1 / 1. However, different end conditions are set for each of the first through fourth easy winning states. Here, the first easy winning state is set to end with 100 special prize changes, the second easy winning state is set with 110 special prize changes, the third easy winning state is set with 120 special prize changes, and the fourth easy winning state is set with 130 special prize changes. Therefore, the continuation rates for the first through fourth easy winning states are 63.4% to 72.9%, as shown in the figure.
[0559] FIG. 63 is a diagram illustrating a winning symbol random number determination table according to the first embodiment. In the first embodiment, the table used to determine the type of jackpot symbol is different from that in the second reference example. When a jackpot is won in a major role lottery based on the special 1 reserved symbol, the type of special symbol, i.e., the jackpot symbol, is determined using the special 1 winning symbol random number determination table shown in FIG. 63(a). Also, when a jackpot is won in a major role lottery based on the special 2 reserved symbol, the type of special symbol, i.e., the jackpot symbol, is determined using the special 2 winning symbol random number determination table shown in FIG. 63(b).
[0560] Here, if you win a jackpot based on the special 1 reservation, the special jackpot patterns A and B are determined with a 50% probability. Also, if you win a jackpot based on the special 2 reservation, the special jackpot pattern C is always determined.
[0561] FIG. 64 is a diagram illustrating a special electric role activation RAM set table according to the first embodiment. In the first embodiment, the table used during the big win game differs from that of the second reference example. In the first embodiment, if the jackpot symbol is special symbol A or B, five rounds of play are executed, and if the jackpot symbol is special symbol C, ten rounds of play are executed. Note that the type and number of jackpot symbols and the number of rounds of play are merely examples and can be modified as appropriate.
[0562] 65 is a diagram illustrating a game state setting table for setting the game state after the end of a big win game according to the first embodiment. In the first embodiment, the table used to set the game state is different from that in the second reference example. In the first embodiment, the game state after the big win game and its end conditions are set based on the combination of the type of big win symbol and the game state at the time of winning the big win.
[0563] If a jackpot is won in the big prize lottery and special symbol A is determined as the jackpot symbol, the game state after the big prize game is set as follows, based on the game state at the time of the jackpot win. That is, if special symbol A is determined in the normal state, the game state after the big prize game is set to the first easy prize state, and the number of special symbol changes is set to 100 as the end condition. Also, if special symbol A is determined in the first easy prize state, the game state after the big prize game is set to the second easy prize state, and the number of special symbol changes is set to 110 as the end condition. Also, if special symbol A is determined in the second easy prize state, the game state after the big prize game is set to the third easy prize state, and the number of special symbol changes is set to 120 as the end condition.
[0564] In addition, if the special symbol A is determined in the third easy winning state, the game state after the big role game is set to the fourth easy winning state, and the number of special symbol variations is set to 130 as an ending condition. In addition, if the special symbol A is determined in the fourth easy winning state, the game state after the big role game is set to the fourth easy winning state, and the number of special symbol variations is set to 130 as an ending condition.
[0565] In addition, even when the special symbols B and C are determined in the normal state, the game state and end conditions after the big win game are set in the same way as when the special symbol A is determined.
[0566] Figure 66 is a diagram illustrating the game flow according to Example 1. Note that Figure 66 shows the transition of the game state when the game is being played appropriately, and the transition of the game state when the game is not being played appropriately or when an irregular situation occurs will not be described.
[0567] The initial state of the gaming machine 100 of the first embodiment is set to the normal state as shown in Figure 66(a). In the first embodiment, a first start gate 120 is provided in the first game area 116a, and a gate 124 and a second start gate 122 are provided in the second game area 116b. In the normal state, since it is almost impossible to win the normal winning symbol in the normal lottery, the player hits the ball from the left and plays the game to get the game ball to enter the first start gate 120. Therefore, the variation executed in the normal state, i.e., the target variation, is the special 1 variation, and the player hits the ball from the left with the aim of winning the jackpot with a probability of approximately 1 / 319.6.
[0568] In the normal state, if a jackpot is won based on the special 1 reserved, the special symbols A and B are determined as the jackpot symbols with a 50% probability. If the special symbols A and B are determined, five rounds of play are executed in the big role game, and after the big role game, the first easy-to-win state shown in Figure 66(b) is set.
[0569] In the first easy-to-win state, the probability of winning a jackpot is set to approximately 1 / 100.0, and the number of special symbol variations is set to 100 as the end condition. If a jackpot is not won after 100 special symbol variations, the so-called ST skip occurs, and the game state transitions to the normal state. Also, in the first easy-to-win state, by passing the game ball through the gate 124, the second start port 122 is frequently opened, and special 2 variations are executed one after another. Therefore, when the player hits the right side in the first easy-to-win state, the target variation is special 2 variation.
[0570] In the first easy-to-win state, if a jackpot is won based on the special 2 reserve, the special symbol C is determined as the jackpot symbol. If the special symbol C is determined in the first easy-to-win state, 10 rounds of play are executed in the big role game, and after the big role game, the state is set to the second easy-to-win state shown in Figure 66(c).
[0571] In the second easy-to-win state, the probability of winning a jackpot is set to approximately 1 / 100.0, and the number of special pattern variations is set to 110 as the end condition. If a jackpot is not won after 110 special pattern variations, the ST is skipped and the game state transitions to the normal state. Also, in the second easy-to-win state, by passing the game ball through the gate 124, the second start port 122 is frequently opened, and special 2 variations are executed one after another. Therefore, when the player hits the right side in the second easy-to-win state, the target variation is special 2 variation.
[0572] In the second easy-to-win state, if a jackpot is won based on the special 2 reserve, the special symbol C is determined as the jackpot symbol. If the special symbol C is determined in the second easy-to-win state, 10 rounds of play are executed in the big role game, and after the big role game, the state is set to the third easy-to-win state shown in Figure 66(d).
[0573] In the third easy-to-win state, the probability of winning a jackpot is set to approximately 1 / 100.0, and the number of special pattern variations is set to 120 as the end condition. If a jackpot is not won after 120 special pattern variations, the ST is skipped and the game state transitions to the normal state. Also, in the third easy-to-win state, by passing the game ball through the gate 124, the second start port 122 is frequently opened, and special 2 variations are executed one after another. Therefore, when the player hits the right side in the third easy-to-win state, the target variation is special 2 variation.
[0574] In the third easy-to-win state, if a jackpot is won based on the special 2 reserve, the special symbol C is determined as the jackpot symbol. If the special symbol C is determined in the second easy-to-win state, 10 rounds of play are executed in the big role game, and after the big role game, the state is set to the fourth easy-to-win state shown in Figure 66(e).
[0575] In the fourth easy-to-win state, the probability of winning a jackpot is set to approximately 1 / 100.0, and the number of special pattern variations is set to 130 as the end condition. If a jackpot is not won after 130 special pattern variations, the ST is skipped and the game state transitions to the normal state. Also, in the fourth easy-to-win state, by passing the game ball through the gate 124, the second start port 122 is frequently opened, and special 2 variations are executed one after another. Therefore, when the player hits the right side in the fourth easy-to-win state, the target variation is special 2 variation.
[0576] In the fourth easy-to-win state, if a jackpot is won based on the special 2 reserved, the special symbol C is determined as the jackpot symbol. If the special symbol C is determined in the fourth easy-to-win state, 10 rounds of play are executed in the big role game, and the fourth easy-to-win state is reset after the big role game. In other words, once the fourth easy-to-win state is set, the fourth easy-to-win state will loop thereafter with the winning of a jackpot.
[0577] As described above, in the first embodiment, four easy-to-win states with different performances are provided, and by winning a jackpot, the player gradually transitions to a higher easy-to-win state, realizing a gameplay feature. Here, the jackpot expectation, i.e., the continuation rate, gradually increases, so the chances of winning another jackpot increase with each jackpot. This increases the player's motivation to play and enhances the enjoyment of the game.
[0578] Here, four easy-to-win states with different performance are provided, but the number of easy-to-win states is not particularly limited as long as two or more are provided. Also, for example, a plurality of jackpot symbols determined based on the special 2 reservation are provided, and depending on the type of jackpot symbol, a transition to a low-performance easy-to-win state may be made, or the same easy-to-win state may be set before and after the jackpot.
[0579] In addition, when two easy-to-win states are set, even one jackpot pattern (small win pattern) will be assigned to one of the easy-to-win states depending on whether the game state referenced when a jackpot occurs is a time-saving game state or a non-time-saving game state.Therefore, when three or more game state transitions are required after a big win game based on the same jackpot pattern (small win pattern) as in this embodiment, it is desirable to design the game state referenced when the trigger for executing the big win game is established so that it differs depending on which easy-to-win state (or normal state) is selected, as in the first embodiment.
[0580] In addition, in the first embodiment, the four easy-to-win states with different performances are configured by varying the number of times the special pattern changes, which is the termination condition for the so-called ST when the probability fluctuation function is activated, but if the number of times the probability fluctuation function is activated is fixed (for example, 100 times), and the termination condition for the number of times the special pattern changes in the easy-to-win state exceeds 100 times in the four easy-to-win states, from the 101st change onwards, the probability fluctuation function may not be activated, and the time-saving game state may be a low-probability state (jackpot probability = 1 / 319.6), and further, it may be configured so that whether or not to transition to a higher easy-to-win state after a big win game differs depending on whether it is during ST or in the time-saving game state after ST.
[0581] In addition, in the first embodiment, as described above, the end conditions are different for each easy-to-win state, and in addition, the variable efficiency is also different for each easy-to-win state. In other words, in the first embodiment, the performance in the easy-to-win state includes the variable efficiency.
[0582] Figure 67 is a diagram explaining the table transition information according to the first embodiment. In the first embodiment, five types of fluctuation pattern selection state flags are provided: 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.
[0583] In the first to fourth variable states, it is specified which table to select for each number of times (number of variations) of the variable display of the pattern in each variable state. Therefore, the main CPU 300a selects a preset table based on both the variable pattern selection state flag and the number of variations, and determines the variable information by referring to the selected table.
[0584] In addition, each variation state corresponds to one of the game states. Here, when the game state is set to the normal state, the variation pattern selection state flag is set to 00H, and the normal variation state is set as the variation state. In addition, when the game state is set to the first easy-to-win state, the variation pattern selection state flag is set to 01H, and the first variation state is set as the variation state. Similarly, when the game state is set to the second easy-to-win state, the variation pattern selection state flag is set to 02H, and the second variation state is set as the variation state. In addition, when the game state is set to the third easy-to-win state, the variation pattern selection state flag is set to 03H, and the third variation state is set as the variation state. In addition, when the game state is set to the fourth easy-to-win state, the variation pattern selection state flag is set to 04H, and the fourth variation state is set as the variation state.
[0585] In the normal fluctuation state, regardless of the number of fluctuations, a table classified into the type of table X (reach group determination random number determination table, reach mode determination random number determination table, fluctuation pattern random number determination table) is selected.
[0586] In the first variation state, at the start of the 1st to 40th special chart variations, a table classified as Table A is selected, at the start of the 41st to 99th special chart variations, a table classified as Table B is selected, and at the start of the 100th special chart variation, a table classified as Table C is selected. The numbers in parentheses in Figure 67 indicate the number of times each table is selected.
[0587] The first variable state is a variable state that is set when the game state is the first easy-to-win state, and the first easy-to-win state ends after 100 special pattern variations. When the first easy-to-win state ends and transitions to the normal state, the variable pattern selection state flag is changed from 01H to 00H, and the variable state is changed from the first variable state to the normal variable state.
[0588] In the second variation state, at the start of the 1st to 30th special pattern variations, a table classified as table A is selected, at the start of the 31st to 109th special pattern variations, a table classified as table B is selected, and at the start of the 110th special pattern variation, a table classified as table C is selected. The second variation state is a variation state that is set when the game state is in the second easy-to-win state, and the second easy-to-win state ends with the 110th special pattern variation. When the second easy-to-win state ends and the game transitions to the normal state, the variation pattern selection state flag is changed from 02H to 00H, and the variation state changes from the second variation state to the normal variation state.
[0589] In the third variation state, at the start of the 1st to 20th special pattern variations, a table classified as table A is selected, at the start of the 21st to 119th special pattern variations, a table classified as table B is selected, and at the start of the 120th special pattern variation, a table classified as table C is selected. The third variation state is a variation state that is set when the game state is in the third easy-to-win state, and the third easy-to-win state ends with the 120th special pattern variation. When the third easy-to-win state ends and the state transitions to the normal state, the variation pattern selection state flag is changed from 03H to 00H, and the variation state changes from the third variation state to the normal variation state.
[0590] In the fourth variation state, at the start of the first to tenth special pattern variations, a table classified as Table A is selected; at the start of the 11th to 40th special pattern variations, a table classified as Table B is selected; at the start of the 41st to 90th special pattern variations, a table classified as Table D is selected; at the start of the 91st to 129th special pattern variations, a table classified as Table E is selected; and at the start of the 130th special pattern variation, a table classified as Table C is selected. The fourth variation state is set when the game state is in the fourth easy-to-win state, and the fourth easy-to-win state ends with the 130th special pattern variation. When the fourth easy-to-win state ends and the game transitions to the normal state, the variation pattern selection state flag is changed from 04H to 00H, and the game state changes from the fourth easy-to-win state to the normal game state.
[0591] Here, the table classified as table A has a higher probability of being determined as a reach variation pattern as the execution pattern of the variation effect than the tables classified as tables B, D, and E. Although a detailed explanation will be omitted, the execution patterns of the variation effect include a no-reach variation pattern and a reach variation pattern. The reach variation pattern is one in which the reach development effect is executed after the same effect patterns 210a, 210c are displayed, and the no-reach variation pattern is one in which the effect patterns 210a, 210b, 210c are stopped and displayed without the reach development effect being executed.
[0592] There are many reach development effects that are executed in the reach variation pattern, and the presentation time of the reach development effects varies. The variation effect of the reach variation pattern is longer than the variation effect of the no-reach variation pattern by the presentation time of the reach development effect. In this way, the execution pattern of the variation effect is determined based on the variation information, and it can be said that the variation information includes variation information for the reach variation pattern and variation information for the no-reach variation pattern.
[0593] Furthermore, each piece of fluctuation information has a specified fluctuation time, and a longer fluctuation time is specified for fluctuation information for reach fluctuation patterns than for fluctuation information for no-reach fluctuation patterns. Therefore, tables classified as table A have a higher probability of determining fluctuation information for which a longer fluctuation time is specified than tables classified as tables B, D, and E. Furthermore, tables classified as tables B, D, and E are so-called high-speed fluctuation tables, and are designed to determine fluctuation information for which a short fluctuation time, such as 1 to 2 seconds, is specified with a high probability.
[0594] As shown in Figure 67, in the first easy-to-win state (first variable state), the number of times a table classified as table A is selected is 40, in the second easy-to-win state (second variable state), the number of times a table classified as table A is selected is 30, in the third easy-to-win state (third variable state), the number of times a table classified as table A is selected is 20, and in the fourth easy-to-win state (fourth variable state), the number of times a table classified as table A is selected is 10.
[0595] On the other hand, in the first easy-to-win state (first fluctuation state), the number of times a table for high-speed fluctuation (a table classified as table B) is selected is 59, in the second easy-to-win state (second fluctuation state), the number of times a table for high-speed fluctuation (a table classified as table B) is selected is 79, in the third easy-to-win state (third fluctuation state), the number of times a table for high-speed fluctuation (a table classified as table B) is selected is 99, and in the fourth easy-to-win state (fourth fluctuation state), the number of times a table for high-speed fluctuation (a table classified as table B, D, E) is selected is 119.
[0596] Therefore, in the second easy-to-win state (second variable state), a shorter variable time is more likely to be determined than in the first easy-to-win state (first variable state), and the average time of special symbol fluctuation per time is shorter. Similarly, in the third easy-to-win state (third variable state), a shorter variable time is more likely to be determined than in the second easy-to-win state (second variable state), and the average time of special symbol fluctuation per time is shorter. Also, in the fourth easy-to-win state (fourth variable state), a shorter variable time is more likely to be determined than in the third easy-to-win state (third variable state), and the average time of special symbol fluctuation per time is shorter. In other words, in the first embodiment, the variable efficiency (number of times of fluctuation per unit time) improves with each consecutive win.
[0597] In addition, in the first embodiment, the duration of the easy-to-win state (number of times the special symbol changes) tends to become longer with each successive win, while the fluctuation efficiency improves with each successive win (the average fluctuation time becomes shorter). By increasing the fluctuation efficiency, even if the period of time in a state advantageous to the player increases as the number of lotteries increases, the easy-to-win state is not excessively prolonged, and the time required between jackpots is kept the same or shorter, making it possible to provide highly entertaining gameplay.
[0598] Figure 68 is a flowchart explaining the large prize opening end wait process in the main control board 300 according to the first embodiment. In the first embodiment, the large prize opening end wait process shown in Figure 68 is executed in place of the large prize opening end wait process according to the first reference example.
[0599] (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 waiting process for the end of the special prize slot, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S671.
[0600] (Step S671) The main CPU 300a executes a state setting process for setting the gaming state and the variable state, which will be described later.
[0601] (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.
[0602] (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.
[0603] (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.
[0604] (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.
[0605] FIG. 69 is a flowchart illustrating the state setting process in the main control board 300 according to the first embodiment.
[0606] (Step S671-1) The main CPU 300a sets the game state after the big role game ends. Here, the game state after the big role game ends is set as shown in Figure 65 based on the big role game triggered by the big role game and the game state at the time of the big role game winning. Also, here, the end condition of the game state that is set based on the big role game triggered by the big role game and the game state at the time of the big role game winning, that is, the number of times the special symbol changes is set in the time-saving number cut counter.
[0607] (Step S671-3) The main CPU 300a determines whether the variation pattern selection status flag at the time of winning the jackpot is 04H. If it is determined that the variation pattern selection status flag at the time of winning the jackpot is 04H, the status setting process is terminated, and if it is determined that the variation pattern selection status flag at the time of winning the jackpot is not 04H, the process proceeds to step S671-5.
[0608] (Step S671-5) The main CPU 300a increments the flag value of the variable pattern selection state flag (adds 01H) and ends the state setting process. Here, the variable pattern selection state flag is set at the end of the big role game, but the variable pattern selection state flag may be stored based on the game state flag (state information) that can identify the game state from the time the special symbol is determined until the next special symbol is determined in the game state after the big role game is ended.
[0609] The above processing realizes the gameplay shown in FIG. 66 and the transition of the table shown in FIG. 67. Here, the performance of the easy-to-win state increases by one level each time a jackpot is won until the game transitions to the fourth easy-to-win state. Then, when the game state is set, the variation pattern selection state flag is set to an appropriate value simply by incrementing the value of the variation pattern selection state flag. This reduces the processing load.
[0610] Here, we have explained a case where the more favorable the end condition is in a state where it is easier to win, the higher the fluctuation efficiency. However, the more favorable the end condition is in a state where it is easier to win, the lower the fluctuation efficiency may be set. Alternatively, in the first embodiment, the fluctuation efficiency may be the same in all easy-to-win states.
[0611] In addition, in the first embodiment, a game status flag is provided as information for identifying the game status. The game status is determined by the setting of the game status flag, and the game status is set and changed by setting and changing the game status flag. Here, a variation pattern selection status flag is provided separately from the game status flag, and at the start of special chart variation, a table is selected based on the variation pattern selection status flag. However, the information referenced when selecting a table may be the game status flag instead of the variation pattern selection status flag.
[0612] As an example, the game status flag indicating the normal state is 00H, and the game status flags indicating the first to fourth easy winning states are 01H to 04H, respectively. If the game status flag is referenced to select a table at the start of the special chart fluctuation, the table will be selected in the same manner as in FIG. 67.
[0613] In the first embodiment, new gameplay was explained based on the gameplay of the second reference example having a probability fluctuation function, but the gameplay may be configured to be applied to the first reference example, which is a normal ST machine, or the third reference example having the second type of gameplay. However, when applied to the first reference example, which is a normal ST machine, the main termination condition in each easy-to-win state is preferably the number of normal fluctuations (or the number of times the normal electric accessory solenoid 122c is operated), and when applied to the third reference example having the second type of gameplay, it is preferable to set the main termination condition in each easy-to-win state to the number of special 2 fluctuations.
[0614] In addition, the gameplay of the normal ST machine (first reference example) and type 2 (third reference example) may also be applied to the various modified examples described below.
[0615] Next, various modifications of the first embodiment will be described.
[0616] <First Modification of First Embodiment> FIG. 70 is a diagram illustrating a winning symbol random number determination table according to a first modified example of the first embodiment. In the first modified example of the first embodiment, the table used to determine the type of jackpot symbol is different from that of the first embodiment. When a jackpot is won in a major role lottery based on the special 1 reserved symbol, the type of special symbol, i.e., the jackpot symbol, is determined using the special 1 winning symbol random number determination table shown in FIG. 70(a). Also, when a jackpot is won in a major role lottery based on the special 2 reserved symbol, the type of special symbol, i.e., the jackpot symbol, is determined using the special 2 winning symbol random number determination table shown in FIG. 70(b).
[0617] Here, if a jackpot is won based on the special 1 reservation, the special jackpot symbols A and B are each determined with a 50% probability. Also, if a jackpot is won based on the special 2 reservation, the special jackpot symbol C1 is determined with a 60% probability, the special jackpot symbols C2 and C3 are each determined with a 10% probability, and the special jackpot symbol D is determined with a 20% probability. Hereinafter, when there is no need to distinguish between the special symbols C1, C2, and C3, they will be referred to as special symbol C.
[0618] In this case, if the special symbols A and B are selected, five rounds of play will be executed in the big win game, and if the special symbols C1, C2, C3, and D are selected, ten rounds of play will be executed in the big win game. However, the number of rounds to be executed can be set appropriately for each big win symbol.
[0619] FIG. 71 is a diagram illustrating a game state setting table for setting the game state after the end of a big win game in a first modified example of the first embodiment. The table used to set the game state in the first modified example differs from that in the first embodiment. In the first modified example, the game state after the big win game and its end conditions are set based on the combination of the type of big win symbol and the game state at the time of the big win. Note that the first modified example also provides the normal state, the first easy win state, the second easy win state, the third easy win state, and the fourth easy win state. The performance of each of these game states in the first modified example, i.e., the probability of winning a big win, the probability of winning a regular symbol in the regular symbol lottery, the conditions for opening the second starting slot 122, and other game progress conditions, are the same as in the first embodiment.
[0620] If a jackpot is won in the big prize lottery and special symbol A is determined as the jackpot symbol, the game state after the big prize game is set as follows, based on the game state at the time of the jackpot win. That is, if special symbol A is determined in the normal state, the game state after the big prize game is set to the first easy prize state, and the number of special symbol changes is set to 100 as the end condition. Also, if special symbol A is determined in the first easy prize state, the game state after the big prize game is set to the second easy prize state, and the number of special symbol changes is set to 110 as the end condition. Also, if special symbol A is determined in the second easy prize state, the game state after the big prize game is set to the third easy prize state, and the number of special symbol changes is set to 120 as the end condition.
[0621] In addition, if the special symbol A is determined in the third easy winning state, the game state after the big role game is set to the fourth easy winning state, and the number of special symbol variations is set to 130 as an ending condition. In addition, if the special symbol A is determined in the fourth easy winning state, the game state after the big role game is set to the fourth easy winning state, and the number of special symbol variations is set to 130 as an ending condition.
[0622] Also, when the special symbols B and C1 are determined, the game state after the big win is set based on the game state at the time of winning the big win, just like when the special symbol A is determined.
[0623] Furthermore, if the special symbol C2 is determined in the normal state, the game state after the big role play is set to the first easy winning state, and the number of special symbol changes is set to 100 as the end condition. Furthermore, if the special symbol C2 is determined in the first easy winning state, the game state after the big role play is set to the first easy winning state, and the number of special symbol changes is set to 100 as the end condition. Furthermore, if the special symbol C2 is determined in the second easy winning state, the game state after the big role play is set to the third easy winning state, and the number of special symbol changes is set to 120 as the end condition.
[0624] In addition, if the special symbol C2 is determined in the third easy winning state, the game state after the big role game is set to the fourth easy winning state, and the number of special symbol variations is set to 130 as an ending condition. In addition, if the special symbol C2 is determined in the fourth easy winning state, the game state after the big role game is set to the fourth easy winning state, and the number of special symbol variations is set to 130 as an ending condition.
[0625] Furthermore, if the special symbol C3 is determined in the normal state, the game state after the big role game is set to the first easy winning state, and the number of special symbol changes is set to 100 as the ending condition. Furthermore, if the special symbol C3 is determined in the first easy winning state, the game state after the big role game is set to the first easy winning state, and the number of special symbol changes is set to 100 as the ending condition. Furthermore, if the special symbol C3 is determined in the second easy winning state, the game state after the big role game is set to the second easy winning state, and the number of special symbol changes is set to 110 as the ending condition.
[0626] In addition, when the special symbol C3 is determined in the third easy winning state, the game state after the big role game is set to the fourth easy winning state, and the number of special symbol variations is set to 130 as an ending condition. In addition, when the special symbol C3 is determined in the fourth easy winning state, the game state after the big role game is set to the fourth easy winning state, and the number of special symbol variations is set to 130 as an ending condition.
[0627] Furthermore, if the special symbol D is determined in the normal state, the game state after the big role game is set to the first easy winning state, and the number of special symbol changes is set to 100 as the ending condition. Furthermore, if the special symbol D is determined in the first easy winning state, the game state after the big role game is set to the first easy winning state, and the number of special symbol changes is set to 100 as the ending condition. Furthermore, if the special symbol D is determined in the second easy winning state, the game state after the big role game is set to the second easy winning state, and the number of special symbol changes is set to 110 as the ending condition.
[0628] In addition, if the special symbol D is determined in the third easy winning state, the game state after the big role game is set to the third easy winning state, and the number of special symbol changes is set to 120 as an ending condition. In addition, if the special symbol D is determined in the fourth easy winning state, the game state after the big role game is set to the fourth easy winning state, and the number of special symbol changes is set to 130 as an ending condition.
[0629] Fig. 72 is a diagram illustrating a game flow according to the first modified example of the first embodiment. Fig. 72 shows the transition of the game state when the game is being played appropriately, and the transition of the game state when the game is not being played appropriately or when an irregular situation occurs will not be described.
[0630] The initial state of the gaming machine 100 of the first modified example is set to the normal state as shown in Figure 72(a). In the first modified example, a first start hole 120 is provided in the first play area 116a, and a gate 124 and a second start hole 122 are provided in the second play area 116b. In the normal state, since it is almost impossible to win the normal winning symbol in the normal lottery, the player hits the ball from the left and plays the game to get the game ball to enter the first start hole 120. Therefore, the variation executed in the normal state, i.e., the target variation, is the special 1 variation, and the player hits the ball from the left with the aim of winning the jackpot with a probability of approximately 1 / 319.6.
[0631] In the normal state, if a jackpot is won based on the special 1 reserved, the special symbols A and B are determined as the jackpot symbols with a 50% probability. If the special symbols A and B are determined, five rounds of play are executed in the big role game, and after the big role game, the first easy winning state shown in Figure 72(b) is set.
[0632] In the first easy-to-win state, the probability of winning a jackpot is set to approximately 1 / 100.0, and the number of special symbol variations is set to 100 as the end condition. If a jackpot is not won after 100 special symbol variations, the so-called ST skip occurs, and the game state transitions to the normal state. Also, in the first easy-to-win state, by passing the game ball through the gate 124, the second start port 122 is frequently opened, and special 2 variations are executed one after another. Therefore, when the player hits the right side in the first easy-to-win state, the target variation is special 2 variation.
[0633] In the first easy-to-win state, if a jackpot is won based on the special 2 reserve, the special symbol C1 will be determined as the jackpot symbol with a probability of 60%, and the special symbols C2, C3, and D will be determined with a probability of 40%. If the special symbol C1 is determined in the first easy-to-win state, 10 rounds of play will be executed in the big role game, and after the big role game, the state will be set to the second easy-to-win state shown in Figure 72(c).
[0634] On the other hand, if the special symbols C2, C3, and D are determined in the first easy-to-win state, 10 rounds of play are executed in the big role game, and after the big role game, the first easy-to-win state shown in Figure 72(b) is reset. Therefore, if a jackpot is won based on the special 2 reserve in the first easy-to-win state, the game state transitions to the second easy-to-win state after the big role game with a 60% probability, and the first easy-to-win state at the time of winning the jackpot is reset with a 40% probability.
[0635] In the second easy-to-win state, the probability of winning a jackpot is set to approximately 1 / 100.0, and the number of special pattern variations is set to 110 as the end condition. If a jackpot is not won after 110 special pattern variations, the ST is skipped and the game state transitions to the normal state. Also, in the second easy-to-win state, by passing the game ball through the gate 124, the second start port 122 is frequently opened, and special 2 variations are executed one af...
Claims
[Claim 1] A game board on which a game area where game balls flow down is formed; A starting area including a first starting area and a second starting area provided in the game area; A movable means capable of being displaced to a state in which the game ball can easily enter the second starting area; An entry area provided in the game area and into which a game ball can enter; A normal symbol determination means for determining one of a plurality of normal symbols including at least a normal winning symbol based on the entry of the gaming ball into the entry area; A normal symbol display means for stopping and displaying the determined normal symbol on the normal symbol display unit; an auxiliary game execution means for executing an auxiliary game in which the movable means is displaced to a state in which the game ball can easily enter the second starting area when the normal winning symbol is stopped and displayed on the normal symbol display section; A special symbol determination means for determining one of a plurality of special symbols including at least a special winning symbol based on the entry of the gaming ball into the starting area; A special symbol display means for stopping and displaying the determined special symbol on a special symbol display unit; a special winning opening opening / closing game execution means for executing a special winning opening opening / closing game in which a special winning opening provided in the game area is opened or closed when the special winning symbol is stopped and displayed on the special symbol display section; a state setting means for setting a game state in which game progress conditions are determined; Equipped with The game states include a normal state and a plurality of easy-to-win states in which the movable means is more likely to be displaced into a state in which the game ball can more easily enter the second starting area than in the normal state, and in which the easy-to-win states have different degrees of advantage from each other; The state setting means When a specific condition is established that includes at least the establishment of a second specific condition that cannot be established simultaneously with the first specific condition after a first specific condition that is preset in one pre-entered easy-to-win state is established, the state can be set to another easy-to-win state that is more advantageous than the first easy-to-win state. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2024065172A