gaming machines
The gaming machine introduces a symbol determination mechanism and movable pieces to create unique gameplay states and prize entry variations, addressing the need for innovative features in gaming machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-30
- Publication Date
- 2026-03-12
AI Technical Summary
Existing gaming machines lack innovative gameplay features that provide new and engaging experiences for players.
A gaming machine with a game board featuring a symbol determination mechanism that includes specific symbols and game states, where the termination conditions for these states differ based on the number of specific symbols derived, and a movable piece that varies the ease of entry into prize openings, offering unique gameplay dynamics.
The solution provides a new type of gameplay experience with varied gameplay states and opportunities for players, enhancing engagement and excitement.
Smart Images

Figure 2026044472000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, there is known a gaming machine in which a lottery for a big prize is held based on the entry of a gaming ball into a starting hole, and if the lottery for a big prize is won, a big prize game in which a large number of prize balls can be won is executed. For example, Patent Document 1 discloses a gaming machine in which a time-saving state ends when a predetermined number of small prizes are won. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-130774 [Overview of the Initiative] [Problem to be solved by the invention]
[0004] As described above, gaming machines with a variety of gameplay features have been proposed, but there is a demand for the development of gaming machines with new gameplay features that have never been seen before.
[0005] An object of the present invention is to provide a gaming machine that can provide new gaming features.
[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 symbol determination means that performs a symbol determination process to determine one of a plurality of symbols, which includes at least a plurality of specific symbols, based on the condition that a game ball enters the starting opening provided in the game board, A game state setting means that can set any of a plurality of game states, including a normal game state and a specific game state in which it is easier for game balls to enter the starting opening than in the normal game state, Equipped with The game state setting means When the pre-set termination conditions are met, the specified game state currently being set is terminated. The specific gaming state is: Including the first specific game state and the second specific game state, The first termination condition for terminating the first specific game state and the second termination condition for terminating the second specific game state differ in the number of specific symbols required to establish the termination conditions.
[0007] In addition, the plurality of specific patterns are Including the first specific symbol and the second specific symbol, The first termination condition includes: The number of times that the first specific symbol is derived by the symbol determination process and the number of times that the second specific symbol is derived by the symbol determination process are derived are included in the predetermined number of times, The second termination condition includes: The number of derivations, which includes the number of times the first specific symbol is derived by the symbol determination process but does not include the number of times the second specific symbol is derived, may be a predetermined number of times. [Effects of the Invention]
[0008] According to the present invention, it becomes possible to provide a new type of gameplay. [Brief explanation of the drawings]
[0009] [Figure 1] This is a perspective view of a gaming machine showing the door in the open position. [Figure 2] FIG. [Figure 3] FIG. [Figure 4] FIG. 1 is a block diagram of a gaming machine. [Figure 5] This is the address map of the memory area used by the main CPU. [Figure 6] (a) is a diagram illustrating the random number determination table for determining minor wins for Special 1, and (b) is a diagram illustrating the random number determination table for determining minor wins for Special 2. [Figure 7] FIG. 10 is a diagram illustrating a winning symbol random number determination table. [Figure 8] FIG. 10 is a diagram illustrating a reach group determination random number determination table. [Figure 9] FIG. 10 is a diagram illustrating a reach mode determination random number determination table. [Figure 10] FIG. 10 is a diagram illustrating a fluctuation pattern random number determination table. [Figure 11] FIG. 10 is a diagram illustrating a variable time determination table. [Figure 12] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table. [Figure 13] 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 14] FIG. 10 is a diagram illustrating a game status setting table. [Figure 15] FIG. 10 is a diagram illustrating a termination condition setting table. [Figure 16] FIG. 10 is a diagram illustrating a winning determination random number determination table. [Figure 17] 10A is a diagram illustrating a normal symbol fluctuation time data table, and FIG. 10B is a diagram illustrating an opening / closing control pattern table. [Figure 18] FIG. 10 is a diagram illustrating the gameplay of the embodiment. [Figure 19] FIG. 10 is a diagram illustrating a gaming machine status flag. [Figure 20] 10 is a first flowchart illustrating a CPU initialization process on the main control board. [Figure 21] 10 is a second flowchart illustrating the CPU initialization process on the main control board. [Figure 22] 10 is a flowchart illustrating a sub-command group setting process on the main control board. [Figure 23] 10 is a flowchart illustrating a power-off evacuation process in the main control board. [Figure 24] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 25] 10 is a flowchart illustrating setting-related processing in the main control board. [Figure 26] 10 is a flowchart illustrating a switch management process in the main control board. [Figure 27] 10 is a flowchart illustrating gate passage processing in the main control board. [Figure 28] 10 is a flowchart illustrating the first start port passing process in the main control board. [Figure 29] 10 is a flowchart illustrating the second start port passing process in the main control board. [Figure 30] 10 is a flowchart illustrating the special pattern random number acquisition process on the main control board. [Figure 31] 10 is a flowchart illustrating a specific area passing process in the main control board. [Figure 32] FIG. 10 is a diagram illustrating a special game management phase. [Figure 33] 10 is a flowchart illustrating the special game management process on the main control board. [Figure 34] 10 is a flowchart illustrating the special symbol change waiting process on the main control board. [Figure 35] 10 is a flowchart illustrating the special pattern variable number determination process on the main control board. [Figure 36] 10 is a flowchart explaining the processing during special pattern fluctuations on the main control board. [Figure 37] 10 is a flowchart illustrating the special symbol stop symbol display process on the main control board. [Figure 38] 10 is a flowchart illustrating a number of cutoff management process in the main control board. [Figure 39] 10 is a flowchart illustrating a specific miss counter management process in the main control board. [Figure 40] 10 is a flowchart explaining the processing performed when a specific losing symbol stops on the main control board. [Figure 41] This is a flowchart explaining the processing before opening the large prize opening on the main control board. [Figure 42] This is a flowchart explaining the large prize opening / closing switching process on the main control board. [Figure 43] This is a flowchart explaining the control process for opening the main prize slot on the main control board. [Figure 44] This is a flowchart explaining the process for activating the closing of the large prize slot on the main control board. [Figure 45] This is a flowchart explaining the waiting process at the end of the grand prize slot on the main control board. [Figure 46] FIG. 10 is a diagram illustrating the normal game management phase. [Figure 47] This is a flowchart illustrating the normal game management process on the main control board. [Figure 48] 10 is a flowchart explaining the normal pattern change waiting process on the main control board. [Figure 49] This is a flowchart explaining the processing during normal symbol variation on the main control board. [Figure 50] 10 is a flowchart illustrating the normal symbol stop symbol display process on the main control board. [Figure 51] This is a flowchart explaining the pre-opening processing of a normal electric device winning slot on the main control board. [Figure 52] This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board. [Figure 53] This is a flowchart illustrating the control process for opening the prize winning slot on the main control board. [Figure 54] This is a flowchart explaining the process for activating the closing of the ordinary electric prize entry slot on the main control board. [Figure 55] This is a flowchart explaining the normal electric prize entry point end-of-game wait processing on the main control board. [Figure 56] This diagram illustrates an example of the presentation in the first lower mode, second lower mode, third lower mode, first upper mode, and second upper mode. [Figure 57]FIG. 2 is a second diagram illustrating an example of effects in the lower chance mode and the higher chance mode. [Figure 58] 10 is a flowchart illustrating a sub-CPU initialization process on the sub-control board. [Figure 59] 10 is a flowchart illustrating a sub-timer interrupt process in the sub-control board. [Figure 60] 10 is a flowchart illustrating the game state change designation command reception processing on the sub-control board. [Figure 61] 10 is a flowchart illustrating a variable command receiving process in the sub-control board. DETAILED DESCRIPTION OF THE INVENTION
[0010] 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.
[0011] To facilitate understanding of the embodiments of the present invention, first, a brief description will be given of the mechanical and electrical configurations of the gaming machine, and then specific processing on each board will be described.
[0012] 1 is a perspective view of a gaming machine 100 with the door open. As shown in the figure, the gaming machine 100 includes an outer frame 102 having four sides arranged in a substantially rectangular shape to form an enclosed space, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be able to open and close freely, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be able to open and close freely.
[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] Figure 2 is a front view of the gaming machine 100, and Figure 3 is a front view of the game board 108. However, in Figure 2, the game board 108 is shown in a removed state.
[0015] 2, an operating handle 112 that protrudes from the front side of the gaming machine 100 is provided at the bottom of the front frame 106. This operating handle 112 is provided so that it can be rotated by a player, and when the player rotates the operating handle 112 to perform a firing operation, a gaming ball is fired by a firing mechanism (not shown) with a strength that corresponds to the rotation angle of the operating handle 112.
[0016] As shown in Figure 3, the game balls launched in this manner rise between rails 114a and 114b provided on the game board 108 and are guided to the game area 116.
[0017] The play area 116 is a space formed between the play board 108 and the transparent plate 110, and is an area where game balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills, and game balls guided into the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.
[0018] The game area 116 comprises a first game area 116a and a second game area 116b, which differ in the degree to which game balls enter each other depending on the launch strength of the launching mechanism. The first game area 116a is located on the left side of the game area 116 as viewed from a player facing the game machine 100, and the second game area 116b is located on the right side of the game area 116 as viewed from a player facing the game machine 100. Since the rails 114a and 114b are on the left side of the game area 116, game balls launched by the launching mechanism with a launch strength below a predetermined strength enter the first game area 116a, and game balls launched with a launch strength of a predetermined strength or greater enter the second game area 116b.
[0019] Furthermore, the game area 116 is provided with a general prize entry point 118, a first start entry point 120, and a second start entry point 122 into which game balls can be entered. When a game ball enters one of these general prize entry points 118, the first start entry point 120, or the second start entry point 122, a predetermined number of prize balls are dispensed to the player. The number of prize balls dispensed can be any number, one or more, and the number of prize balls dispensed from each of the general prize entry point 118, the first start entry point 120, and the second start entry point 122 may be different or the same. In this case, it is also possible to set the number of prize balls dispensed when a game ball enters the first start entry point 120 to be less than the number of prize balls dispensed when a game ball enters the second start entry point 122.
[0020] As will be explained in more detail later, a first starting area is provided within the first starting opening 120, and a second starting area is provided within the second starting opening 122. When a game ball enters the first starting opening 120 or the second starting opening 122 and enters the first starting area or the second starting area, a lottery is held to determine one of several pre-determined special symbols. Each special symbol is associated with various game benefits, such as whether or not a small win game that is advantageous to the player can be performed, or what kind of game state the subsequent game state will be. Therefore, when a game ball enters the first starting opening 120 or the second starting opening 122, the player not only wins a predetermined prize ball, but also gains the opportunity to acquire the right to receive various game benefits.
[0021] 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.
[0022] The second starting port 122 is located in the second game area 116b, and only game balls flowing down the second game area 116b can enter, or is located in a position where game balls that have entered the second game area 116b can enter more easily than game balls that have entered the first game area 116a.
[0023] This second start opening 122 is configured by a variable start opening (variable start winning device) having a movable piece 122b, and the ease with which the gaming ball can enter the second start opening 122 can be varied.
[0024] The movable piece 122b is normally sunk into the back side of the game board 108, closing the second starting port 122, causing the game ball to flow down the front side of the movable piece 122b, making it impossible or difficult for the game ball to enter the second starting port 122.
[0025] In response to this, when a game ball passes through the gate 124 provided in the second game area 116b, the movable piece 122b protrudes to the front side of the game board 108, and it is determined whether or not to perform an auxiliary game that facilitates the entry of the game ball into the second start opening 122. If it is decided to perform the auxiliary game, the movable piece 122b protrudes to the front side of the game board 108, and the auxiliary game that facilitates the entry of the game ball into the second start opening 122 is performed. More specifically, a lottery for ordinary symbols, described later, is performed on the condition that the game ball has passed through the gate 124, and if a winning combination is selected in this lottery, the movable piece 122b is controlled to be in the open state for a predetermined time.
[0026] When the movable piece 122b is in the protruding state, game balls flowing down the front side of the movable piece 122b fall onto the movable piece 122b. Game balls that fall onto the movable piece 122b are guided by the movable piece 122b to the second start opening 122. In this way, when the movable piece 122b is in the protruding state, it functions as a receptacle that guides game balls to the second start opening 122, making it easier for game balls to enter the second start opening 122. The width of the movable piece 122b is set to be greater than or equal to the diameter of a game ball (11 mm) so that multiple game balls can roll on the movable piece 122b simultaneously.
[0027] Furthermore, the first large prize opening 126 and the second large prize opening 128 are positioned at least in a location where game balls flowing down the second game area 116b can enter. Specifically, the first large prize opening 126 is located above the second starting opening 122 in the second game area 116b. The second large prize opening 128 is located below the second starting opening 122 in the second game area 116b.
[0028] The first large prize opening 126 is provided with a movable piece 126b that can be opened and closed, and normally the movable piece 126b closes the first large prize opening 126, making it impossible for game balls to enter the first large prize opening 126. When a major prize game, which will be described later, starts, the movable piece 126b is opened, making it possible for game balls to enter the first large prize opening 126.
[0029] Specifically, the movable piece 126b protrudes into the second game area 116b (game area 116) where game balls roll and flow down, facing above the gaming machine 100. Therefore, when the movable piece 126b is maintained in the closed state, game balls flowing down the second game area 116b fall onto the movable piece 126b.
[0030] Here, the movable piece 126b maintained in the closed state is inclined so that the right side of the gaming machine 100 is slightly lower than the left side. Therefore, when the movable piece 126b is in the closed state, a gaming ball that has fallen onto the movable piece 126b rolls slowly from left to right on the movable piece 126b.
[0031] Then, when the major prize game described later is performed, the movable piece 126b changes to an open state that opens the first major prize opening 126. Here, the movable piece 126b moves in and out of a hole formed in the game board 108 in the front-to-back direction (front-to-back direction) of the game machine 100 by an actuator (solenoid) not shown. Normally, the actuator is kept in an unpowered state, and the movable piece 126b is held in a position that protrudes forward from the hole in the game board 108, closing the first major prize opening 126. Then, when the actuator is powered, the movable piece 126b is held in a position that is retracted backward from the hole in the game board 108, and the first major prize opening 126 is opened. In this state, with the first major prize opening 126 open, game balls enter the first major prize opening 126.
[0032] In addition, the width of the movable piece 126b is set to be equal to or greater than the diameter of a game ball (11 mm) so that multiple game balls can roll on the movable piece 126b at the same time and multiple game balls can enter the first large prize opening 126 at the same time.
[0033] When a game ball enters the first large prize slot 126, a predetermined number of prize balls are paid out to the player. In this embodiment, 15 game balls are paid out to the player as prize balls for each game ball that enters the first large prize slot 126. In other words, by getting game balls into the first large prize slot 126, the player can increase the number of game balls they possess.
[0034] Additionally, the second large prize opening 128 is provided with a movable piece 128b that can be opened and closed, and normally the movable piece 128b closes the second large prize opening 128, making it impossible for game balls to enter the second large prize opening 128. When a small prize game, which will be described later, is executed, the movable piece 128b is opened, making it possible for game balls to enter the second large prize opening 128.
[0035] Specifically, the movable piece 128b protrudes into the game area 116 where game balls roll and flow down, facing above the gaming machine 100. Therefore, when the movable piece 128b is maintained in the closed state, game balls flowing down in the second game area 116b (game area 116) fall onto the movable piece 128b. Here, the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, game balls that have fallen onto the movable piece 128b roll slowly from right to left on the movable piece 128b.
[0036] When a small jackpot game (described later) is executed, the movable piece 128b transitions to an open state in which it opens the second large prize opening 128. Here, the movable piece 128b is caused to protrude and retract in the front-to-rear direction of the gaming machine 100 from a hole formed in the gaming board 108 by an actuator (solenoid) (not shown). Normally, the actuator is maintained in an unenergized state, and the movable piece 128b is held in a position protruding forward from the hole in the gaming board 108, thereby closing the second large prize opening 128. When the actuator is energized, the movable piece 128b is held in a position retracted backward from the hole in the gaming board 108, thereby opening the second large prize opening 128. In this manner, when the second large prize opening 128 is in an open state, a gaming ball enters the second large prize opening 128.
[0037] In addition, the width of the movable piece 128b is set to be equal to or greater than the diameter of a game ball (11 mm) so that multiple game balls can roll on the movable piece 128b at the same time and multiple game balls can enter the second large winning opening 128 at the same time.
[0038] When a gaming ball enters the second major winning opening 128, a predetermined number of prize balls are paid out to the player. In this embodiment, one gaming ball is paid out to the player as a prize ball for each gaming ball that enters the second major winning opening 128. In other words, even if a gaming ball enters the second major winning opening 128, the number of gaming balls held by the player does not increase. This makes it possible to prevent excessive gambling.
[0039] Furthermore, an exit passage 128d is provided inside the second large prize opening 128, and the second large prize opening 128 is inclined so that game balls that enter the second large prize opening 128 are guided to the exit passage 128d. The exit passage 128d is provided with a specific area 140b and a non-specific area 140c, which are holes through which game balls can pass, and the game balls that enter the second large prize opening 128 are configured to pass through either the specific area 140b or the non-specific area 140c.
[0040] Furthermore, the second large prize winning opening 128 is provided with a movable member 142 that opens and closes a specific area 140b and a non-specific area 140c. This movable member 142 is moved in and out of a hole formed in the game board 108 by an actuator (solenoid) (not shown) in the front-to-back direction of the game machine 100. Normally, the actuator is kept in an unpowered state, and the movable member 142 is held in a position that protrudes forward of the hole in the game board 108, making it impossible for game balls to enter the specific area 140b. More specifically, when the movable member 142 is held in a position that protrudes forward of the hole in the game board 108, the specific area 140b is blocked by the movable member 142, and game balls can pass through the non-specific area 140c.
[0041] Furthermore, when the actuator is energized, the movable member 142 is held in a position retracted behind the hole in the game board 108, allowing the game ball to enter the specific area 140b. More specifically, when the movable member 142 is held in a position retracted behind the hole in the game board 108, the specific area 140b is opened, allowing the game ball to pass through the specific area 140b. As will be explained in more detail later, if the game ball enters the specific area 140b during a minor win game, it results in a major win (two types of major wins), and the major prize game described later begins.
[0042] At the bottom of the game area 116, there is provided an outlet 130 that discharges game balls that do not enter any of the general winning opening 118, the first starting opening 120, the second starting opening 122, the first large winning opening 126, and the second large winning opening 128 from the game area 116 to the back side of the game board 108.
[0043] The gaming machine 100 is provided with a performance display device 200 consisting of a liquid crystal display device as a performance device that performs performances while a game is in progress, etc. As shown in Fig. 2, the gaming machine 100 is also provided with a performance lighting device 204 consisting of lamps that can be controlled to various lighting modes and emission colors, a sound output device 206 consisting of a speaker, and a performance button 208 that accepts player operations, as performance devices that perform performances while a game is in progress, etc.
[0044] 3, the effect display device 200 is equipped with a main effect display unit 200a consisting of an image display unit that displays images. The main effect display unit 200a is arranged in the approximate center of the gaming board 108 so as to be visible from the front side of the gaming machine 100. This main effect display unit 200a displays images for various effects.
[0045] Returning to Figure 2, the audio output device 206 is located at the upper position of the front frame 106 or at the lowest position of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images displayed on the main performance display section 200a.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] (Internal configuration of control means) FIG. 4 is a block diagram showing the internal configuration of the control means that controls the progress of the game.
[0050] 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.
[0051] The gaming machine 100 is broadly divided into a special game that is started when a gaming ball enters the first start hole 120 or the second start hole 122, and a normal game that is started when a gaming ball passes through the gate 124. The main ROM 300b of the main control board 300 stores various programs for progressing the special game and the normal game, as well as data and tables required for various games.
[0052] The main control board 300 is connected to a general prize opening detection switch 118s that detects when a game ball enters the general prize opening 118, a first start opening detection switch 120s that detects when a game ball enters the first start opening 120, a second start opening detection switch 122s that detects when a game ball enters the second start opening 122, a gate detection switch 124s that detects when a game ball passes through the gate 124, a first large prize opening detection switch 126s that detects when a game ball enters the first large prize opening 126, a second large prize opening detection switch 128s that detects when a game ball enters the second large prize opening 128, a specific area detection switch 140s that detects when a game ball enters the specific area 140b, and an out ball detection switch 130s that detects when a game ball is ejected from the game area 116, and detection signals are input from each of these detection switches to the main control board 300.
[0053] A junction passage is provided on the back of the game board 108, and game balls that enter the general winning opening 118, the first starting opening 120, the second starting opening 122, the first large winning opening 126, and the second large winning opening 128 and game balls that are guided to the back side from the discharge opening 130 join together in the junction passage and are guided to the equipment of the game parlor. The out ball detection switch 130s is provided in the junction passage, and all game balls that are discharged from the game area 116, in other words, all game balls that are shot into the game area 116, are detected by the out ball detection switch 130s.
[0054] Furthermore, the main control board 300 is connected to a standard electric mechanism solenoid 122c that operates the movable piece 122b of the second start opening 122, a first large prize opening solenoid 126c that operates the movable piece 126b that opens and closes the first large prize opening 126, a second large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the second large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided inside the second large prize opening 128. The main control board 300 controls the opening and closing of the second start opening 122, the first large prize opening 126, the second large prize opening 128, and the specific area 140b.
[0055] Furthermore, the main control board 300 is connected to the first special symbol indicator 160, the second special symbol indicator 162, the first special symbol hold indicator 164, the second special symbol hold indicator 166, the normal symbol indicator 168, the normal symbol hold indicator 170, and the right-hand hit notification indicator 172, and the main control board 300 controls the display of each of these indicators.
[0056] Furthermore, the gaming machine 100 is equipped with multiple abnormality detection sensors 174 that detect potential abnormalities or fraudulent activity, such as a radio wave detection sensor for detecting radio waves, a magnetic detection sensor for detecting magnetism, and a door open sensor for detecting the open state of the middle frame 104 and the front frame 106. An abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0057] Furthermore, a setting change switch 180s is provided on the back of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. When the setting change switch 180s is turned on, it is possible to change and check the setting values. As will be explained in more detail later, the game machine 100 stores one of six setting values with different levels of advantage as a registered setting value in the setting value buffer, and the game proceeds according to the stored registered setting value.
[0058] Furthermore, a RAM clear button is provided on the back of the game board 108 so that it can be pressed, and the pressing of this RAM clear button is detected by the RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. If a RAM clear operation signal is input from the RAM clear switch 182s when the power is turned on, the main CPU 300a clears the main RAM 300c.
[0059] A performance display monitor 184 is provided on the back of the game board 108. The main control board 300 causes the performance display monitor 184 to display registered setting values and base ratios.
[0060] Furthermore, the main control board 300 is connected to the dispensing control board 310 and the sub-control board 330.
[0061] The payout control board 310 controls the launching 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 in a bidirectional manner. A game information output terminal board 312 is connected to this payout control board 310, and various information regarding the progress of the game output from the main control board 300 is output to the hall computer of the amusement parlor via the payout control board 310 and the game information output terminal board 312.
[0062] Furthermore, a payout motor 314 is connected to the payout control board 310 for dispensing game balls stored in the storage unit to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout quantity specification command transmitted from the main control board 300 to dispense a predetermined number of prize balls to the player. At this time, the number of game balls dispensed is detected by the payout ball counting switch 316s, and it is determined whether the prize balls that should have been dispensed have been dispensed to the player.
[0063] Furthermore, the payout control board 310 is connected to a tray full detection switch 318s that detects when the lower tray 134 is full. This tray full detection switch 318s is installed in the passage that guides the game balls to be paid out as prize balls to the lower tray 134, and each time a game ball passes through this passage, a game ball detection signal is input to the payout control board 310.
[0064] When the lower tray 134 is filled with more than a predetermined amount of game balls, the game balls accumulate in the passage leading to the lower tray 134, and a game ball detection signal is continuously input from the tray full detection switch 318s to the payout control board 310. When the game ball detection signal is continuously input for a predetermined time, the payout control board 310 determines that the lower tray 134 is full and sends a tray full command to the main control board 300. On the other hand, if the continuous input of the game ball detection signal is interrupted after sending the tray full command, the payout control board 310 determines that the full state has been released and sends a tray full release command to the main control board 300.
[0065] Furthermore, the payout control board 310 is connected to a launch control circuit 320 in a bidirectional manner. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes the launch. The launch control circuit 320 is connected to a touch sensor 112s, which is provided on the operating handle 112 and detects when a player touches the operating handle 112, and an operating volume 112a, which detects the operating angle of the operating handle 112. When signals are input from the touch sensor 112s and the operating volume 112a, the launch control circuit 320 controls the launch solenoid 112c provided on the game ball launching device to energize and launch the game ball.
[0066] The sub-control board 330 primarily controls various effects during gameplay and standby. This 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 in a one-way communication manner from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads the program stored in the sub-ROM 330b and performs calculations based on commands transmitted from the main control board 300 and input signals from timers, and also executes and controls the effects. At this time, the sub-RAM 330c functions as a data work area during the calculations performed by the sub-CPU 330a.
[0067] Specifically, the sub-control board 330 performs image display control to display images on the main performance display unit 200a. The sub-ROM 330b stores a large amount of various image data to be displayed on the main performance display unit 200a, and the sub-CPU 330a reads the image data from the sub-ROM 330b into a VRAM (not shown) and controls the image display on the main performance display unit 200a.
[0068] Furthermore, the sub-control board 330 operates the performance device 202, controls the lighting of the performance lighting devices 204 and 204a, and controls the audio output to output sound from the audio output device 206. In addition, when an operation detection signal is input from the performance button detection switch 208s, which detects when the performance button 208 is pressed, a predetermined performance is executed.
[0069] Each circuit board is connected to a power supply board (not shown), and power is supplied to each board from the commercial power supply via the power supply board. The power supply board also has a backup power supply consisting of capacitors. The RTC330d, located on the sub-control board 330, receives power from this backup power supply to measure the current time.
[0070] Fig. 5 is an address map of the memory area used by the main CPU 300a. In Fig. 5, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 5, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b and a memory area (F000H to F3FFH) allocated to the main RAM 300c.
[0071] The memory area of the main ROM 300b is divided into a used area (0000H to 1A7AH) that stores programs and data for controlling the progress of the game, and an unused area (2000H to 2BFFH) that is an area other than the used area and stores programs and data for performing processes for conducting tests specified in the gaming machine regulations and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184).
[0072] The used area of the main ROM 300b includes a program area (0000H-0A89H) for storing programs for controlling the progress of games, an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH) for storing data other than programs. Note that the used area may not include the unused area (0A8AH-0FFFH).
[0073] The unused area of the main ROM 300b includes a program area (2000H to 27FFH) that stores programs for executing processes for conducting tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) that stores data other than these programs.
[0074] In addition to the used and unused memory areas, the main ROM 300b also includes an unused area (1A7BH~1DFFH), a ROM comment area (1E00H~1EFFH) where arbitrary data such as the program title and version are stored, an unused area (1F00H~1FFFH), an unused area (2C00H~2FBFH), and a program management area (2FC0H~2FFFH) where information necessary for the main CPU 300a to execute the program is stored.
[0075] The memory area of the main RAM 300c is divided into a used area (F000H~F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an unused area (F210H~F228H) that is not used when a program for performing tests as defined by the gaming machine regulations or for displaying the performance display monitor 184 is being executed.
[0076] The main RAM 300c's used area includes a work area (F000H~F12AH) that is temporarily used when a program to control the progress of the game is being executed, an unused area (F12BH~F1D7H), and a stack area (F1D8H~F1FFH) for temporarily saving data while the program to control the progress of the game is being executed. Note that the used area may be excluded from the unused area (F12BH~F1D7H).
[0077] The unused area of the main RAM 300c includes a work area (F210H~F21FH) that is temporarily used when programs for performing tests stipulated by the gaming machine regulations or for displaying the performance display monitor 184 are being executed, and a stack area (F220H~F228H) that temporarily saves data when these programs are being executed.
[0078] In addition to the used area and unused area, the memory area of the main RAM 300c also includes an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0079] In this way, the main ROM 300b and the main RAM 300c are provided with separate areas: a used area used to control the progress of the game, and a non-used area used to execute processes for conducting tests stipulated by gaming machine regulations and for controlling the display of the performance display monitor 184.
[0080] In the main RAM 300c, a 16-byte unused area (F200H-F20FH) is provided between the used area and the unused area. This unused area (F200H-F20FH) is set as a boundary area that separates the used area and the unused area, making the boundary between the used area and the unused area clear and preventing the unused area from being used when a program for controlling the progress of a game is being executed, and preventing the used area from being used when a program for performing a test specified by the gaming machine regulations or a program for performing a display control of the performance display monitor 184 is being executed.
[0081] The unused area between the used area and the unused area only needs to be at least 1 byte, and from the viewpoint of preventing fraud, it is preferable that it be 4 bytes or more, and more preferably 16 bytes or more. Furthermore, writing and reading of data into the unused area is prohibited, but from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.
[0082] Next, the game in the gaming machine 100 will be explained together with various tables stored in the main ROM 300b.
[0083] As mentioned above, the gaming machine 100 allows two types of games, special games and normal games, to proceed in parallel, and when these two games are being played, the game proceeds in either a non-time-saving game state or a time-saving game state.
[0084] The details of each gaming state will be described later, but the non-time-shortening gaming state is a gaming state in which the movable piece 122b is less likely to be in the open state and it is more difficult for a gaming ball to enter the second starting hole 122, and the time-shortening gaming state is a gaming state in which the movable piece 122b is more likely to be in the open state than in the non-time-shortening gaming state and it is more likely for a gaming ball to enter the second starting hole 122. The initial state of the gaming machine 100 is set to the non-time-shortening gaming state.
[0085] When the player operates the operating handle 112 to launch a gaming ball into the gaming area 116, and the gaming ball flowing down the gaming area 116 enters the first starting hole 120 or the second starting hole 122, a lottery is held to determine whether or not the player will receive a gaming profit (hereinafter referred to as "big prize lottery"). If a small prize is won in this big prize lottery, the second big prize hole 128 is opened and a small prize game is executed.
[0086] Although the details will be described later, when a gaming ball enters the first starting hole 120, various random number values related to the big role lottery (small win determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variable pattern random number) are obtained, and these random number values are stored in the first special symbol reservation memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the first special symbol reservation memory area when a gaming ball enters the first starting hole 120 will be collectively referred to as special 1 reservation.
[0087] The first special symbol reservation memory area of the main RAM 300c has four memory units (first to fourth memory units) for storing special symbol 1 reservations. When a game ball enters the first starting hole 120, the special symbol 1 reservations are stored in order from the first memory unit of the first special symbol reservation memory area.
[0088] For example, when a gaming ball enters the first starting hole 120, if no special 1 reservation is stored in any of the first to fourth storage units of the first special chart reservation storage area, the special 1 reservation is stored in the first storage unit. Also, for example, when a gaming ball enters the first starting hole 120 in a state where the special 1 reservation is stored in the first to third storage units, the special 1 reservation is stored in the fourth storage unit.
[0089] Also, for example, if four special 1 reserves are already stored in the first memory unit to the fourth memory unit when a game ball enters the first start port 120, the entry of the game ball into the first start port 120 will not result in a new special 1 reserve being stored.
[0090] In this embodiment, the main RAM 300c does not have a second special symbol reserve memory area for storing special 2 reserves, which are various random number values (small win determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variable pattern random number) related to the big role lottery that are acquired when a gaming ball enters the second starting hole 122. Also, as will be described in detail later, the main RAM 300c is provided with a 0th memory unit to be processed.
[0091] For example, when special 1 reserve and special 2 reserve are not stored in the 0th memory section of the main RAM 300c and a game ball enters the second starting hole 122, special 2 reserve is stored in the 0th memory section of the main RAM 300c.
[0092] Also, for example, if a special 1 reserve or special 2 reserve is stored in the 0th memory section of the main RAM 300c when a game ball enters the second start port 122, the entry of the game ball into the second start port 122 will not result in a new special 2 reserve being stored.
[0093] However, the main RAM 300c may have a second special symbol reservation memory area for storing the special symbol 2 reservation. In this case, the number of special symbols 2 reservations that can be stored in the second special symbol reservation memory area may be set to one or more.
[0094] Fig. 6(a) is a diagram explaining the small win determination random number judgment table for special 1. Also, Fig. 6(b) is a diagram explaining the small win determination random number judgment table for special 2. When a gaming ball enters the first start hole 120 or the second start hole 122, one small win determination random number is obtained from the range of 0 to 65535. Then, a small win determination random number judgment table is selected according to the reserve type read out when the big win lottery is started, and the big win lottery is held using the selected small win determination random number judgment table and the obtained small win determination random number.
[0095] During the game, the lottery for the big role is performed by referring to the special 1 small win determination random number judgment table or the special 2 small win determination random number judgment table corresponding to the currently set value (registered set value stored in the set value buffer). As described above, in the embodiment, the setting value is set to 1 (registered set value = 1) only.
[0096] Specifically, when starting the big role lottery for the special 1 reserved, the big role lottery is performed by referring to the special 1 small win determination random number judgment table shown in Figure 6 (a). According to this special 1 small win determination random number judgment table, if the small win determination random number is 10001 to 10420, it is judged as a small win, and if it is any other small win determination random number, it is judged as a normal miss. Therefore, in this case, the small win probability is approximately 1 / 156.04.
[0097] In addition, when starting the big role lottery for the special 2 reserved, the big role lottery is performed by referring to the special 2 small win determination random number judgment table shown in Figure 6 (b). According to this special 2 small win determination random number judgment table, if the small win determination random number is 10001 to 20900, it is judged as a small win, if the small win determination random number is 30001 to 58500, it is judged as a specific miss, and if it is any other small win determination random number, it is judged as a normal miss. Therefore, in this case, the small win probability is about 1 / 6.01, and the specific miss probability is about 1 / 2.30.
[0098] Furthermore, it may be possible to win a specific losing combination by using Special 1 Reserve. In this case, the probability of winning a specific losing combination may be set to be the same for Special 1 Reserve and Special 2 Reserve, or it may be set to be higher for Special 2 Reserve than for Special 1 Reserve, or it may be set to be higher for Special 1 Reserve than for Special 2 Reserve.
[0099] 7 is a diagram illustrating the winning symbol random number determination table. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the determination result of the major role lottery is derived as "small win" or "specific miss," the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table.
[0100] At this time, if a "small win" is won by the special 1 reservation, the special 1 winning symbol random number determination table is selected as shown in Figure 7(a). Also, if a "small win" is won by the special 2 reservation, the special 2 winning symbol random number determination table a is selected as shown in Figure 7(b). Also, if a "specific loss" is won by the special 2 reservation, the special 2 winning symbol random number determination table b is selected as shown in Figure 7(c).
[0101] Hereinafter, the special symbol determined when a small win is determined is called a small win symbol. Also, the special symbol determined by the winning symbol random number when a specific loss is determined is called a specific loss symbol. Also, the special symbol determined when a normal loss is determined is called a normal loss symbol. Note that the specific loss symbol and the normal loss symbol are collectively referred to as simply a loss symbol. Also, the specific loss symbol and the normal loss symbol are collectively referred to as simply a loss symbol.
[0102] According to the special symbol random number determination table for special 1 shown in Figure 7(a) and the special symbol random number determination table a for special 2 shown in Figure 7(b), the type of special symbol (minor winning symbol) is determined according to the acquired value of the winning symbol random number, as shown in the figures.
[0103] Also, according to the special 2 winning symbol random number determination table b shown in FIG. 7(c), the type of special symbol (specific losing symbol) is determined according to the value of the acquired winning symbol random number, as shown in the figure.
[0104] On the other hand, when the result of the big role lottery is a "normal miss," if the result of the lottery is derived by special 1 reservation, special pattern X is determined as the losing pattern without drawing a lottery, and if the result of the lottery is derived by special 2 reservation, special pattern Y is determined as the losing pattern without drawing a lottery.
[0105] In other words, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "small win" or a "specific miss," and is not referenced when the result of the big role lottery is a "normal miss." Here, different small win symbols are determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table a. However, the same small win symbol may be determined in both tables, or the type of special symbol (small win symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.
[0106] FIG. 8 is a diagram illustrating a reach group determination random number judgment table. A plurality of reach group determination random number judgment tables are provided, and a preset table is selected depending on the reserved type, reserved number, game status, and variable status associated with the game status. When a game ball enters the first start hole 120 or the second start hole 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, when the big role lottery result is derived, a process is performed to determine a variable performance pattern (variation mode number, variable pattern number) that notifies the big role lottery result. In the embodiment, when the big role lottery result is a "miss," in determining the variable performance pattern, the group type is first determined by the reach group determination random number and the reach group determination random number judgment table. Note that the variable status specifies which table is referenced to determine the variable performance pattern, and is a concept set separately from the game status.
[0107] For example, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s (hereinafter simply referred to as the "reserved number") when the big role lottery is performed is 0, then the reach group determination random number judgment table 1 is selected, as shown in FIG. 8(a). Similarly, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s when the big role lottery is performed is 1, then the reach group determination random number judgment table 2 is selected, as shown in FIG. 8(b). If the number of reserved special 1s is 2 to 3, then the reach group determination random number judgment table 3 is selected, as shown in FIG. 8(c). Note that in FIG. 8, the group x listed in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type depending on the acquired reach group determination random number and the type of reach group determination random number judgment table referenced.
[0108] 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.
[0109] In addition, if the result of the big role lottery is a "small win," the group type is not determined when determining the variable performance pattern. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "miss," and is not referenced when the result of the big role lottery is a "small win."
[0110] 9 is a diagram illustrating the reach mode determination random number judgment table. This reach mode determination random number judgment table is roughly divided into a reach mode determination random number judgment table at the time of loss, which is selected when the big role lottery result is a "loss," and a reach mode determination random number judgment table at the time of small win, which is selected when the big role lottery result is a "small win." Note that the reach mode determination random number judgment table at the time of loss is provided for each group type determined as described above, and the reach mode determination random number judgment table at the time of small win is provided for each reserve type.
[0111] In addition, each reach mode determination random number judgment table is also provided for each game state and type of symbol. Here, an example of a reach mode determination random number judgment table for group x when a miss is made, which is referenced in a predetermined game state and type of symbol, is shown in Figure 9(a), an example of a reach mode determination random number judgment table for special 1 when a small win is made is shown in Figure 9(b), and an example of a reach mode determination random number judgment table for special 2 when a small win is made is shown in Figure 9(c).
[0112] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is a "lose", as shown in Figure 9(a), a reach mode determination random number judgment table at the time of a miss corresponding to the group type determined by the lottery for the group type is selected, and a variation mode number is determined based on the selected reach mode determination random number judgment table at the time of a miss and the reach mode determination random number.
[0113] Furthermore, if the result of the above-mentioned big prize lottery is a "small prize," as shown in Figures 9(b) and (c), a random number judgment table for determining the reach mode at the time of a small prize corresponding to the read-out hold type is selected, and a variable mode number is determined based on the selected random number judgment table for determining the reach mode at the time of a small prize and the reach mode determination random number.
[0114] Furthermore, in each reach mode determination random number determination table, the reach mode determination random number is associated with a variation pattern random number determination table, which will be described later, along with a variation mode number; the variation pattern random number determination table is determined at the same time that the variation mode number is determined. In FIG. 9, the table x listed in the variation pattern random number determination table column indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number determination table are determined according to the acquired reach group determination random number and the type of reach mode determination random number determination table being referenced. In the embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. Hereinafter, hexadecimal numbers are indicated by the letter "H," but the notation ○○H in FIGS. 9 to 11 indicates an arbitrary value expressed in hexadecimal.
[0115] As described above, when the result of the big role lottery is a "miss," first, the group type is determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 8. Then, according to the determined group type and the game state, the variation mode number and variation pattern random number judgment table are determined by the reach mode determination random number judgment table when a miss is reached and the reach mode determination random number shown in Figure 9(a).
[0116] On the other hand, if the result of the big prize lottery is a "small prize," the small prize reach mode determination random number judgment table shown in Figure 9, which corresponds to the determined small prize pattern (type of special pattern), will be referenced, and the reach mode determination random number will be used to determine the fluctuation mode number and fluctuation pattern random number judgment table.
[0117] Figure 10 illustrates the variable pattern random number determination table. Here, we show the variable pattern random number determination table x for a given table number x, but there are many other variable pattern random number determination tables available for each table number.
[0118] 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.
[0119] 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.
[0120] Fig. 11 is a diagram illustrating a fluctuation time determination table. Once the fluctuation mode number is determined as described above, fluctuation time 1 is determined according to the fluctuation time 1 determination table shown in Fig. 11(a). According to this fluctuation time 1 determination table, fluctuation time 1 is associated with each fluctuation mode number, and the corresponding fluctuation time 1 is determined according to the determined fluctuation mode number.
[0121] Furthermore, as described above, once the fluctuation pattern number is determined, fluctuation time 2 is determined according to the fluctuation time 2 determination table shown in Figure 11 (b). According to this fluctuation time 2 determination table, fluctuation time 2 is associated with each fluctuation pattern number, and the corresponding fluctuation time 2 is determined according to the determined fluctuation pattern number. The total time of the fluctuation times 1 and 2 determined in this way is the time of the fluctuation performance that notifies the result of the big role lottery, that is, the fluctuation time.
[0122] 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.
[0123] 12 is a diagram illustrating the special electric accessory activation ram set table. The special electric accessory activation ram set table stores various data for controlling small win games and big win games, and during small win games and big win games, the first large win opening solenoid 126c and the second large win opening solenoid 128c are controlled to be energized by referring to this special electric accessory activation ram set table.
[0124] According to the special electric device operation ram set table, the opening time (waiting time until the first round play starts), the maximum number of times the special electric device operates (the number of round play times executed during one small win game or one big win game), the opening large prize opening (the first large prize opening 126 and the second large prize opening 128 opened in each round play), the number of times the special electric device opens and closes (the number of times the first large prize opening 126 and the second large prize opening 128 are opened during one round play), the solenoid energization time (the first large prize opening solenoid 126c and the second large prize opening solenoid 126c for each number of times the first large prize opening 126 and the second large prize opening 128 are opened), The power supply time of the prize port solenoid 128c, i.e., the opening time of the first large prize port 126 and the second large prize port 128 in one play), the specified number (the maximum number of prizes that can be won in the first large prize port 126 and the second large prize port 128 in one round of play), the effective time for closing the large prize port (the closing time of the first large prize port 126 and the second large prize port 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the normal special play is resumed) are pre-stored as control data for the big prize game for each type of small prize pattern as shown in the figure.
[0125] In this embodiment, when a special symbol Z1 to Z6, which is a small prize symbol, is selected, a small prize game consisting of one round of play is first executed. In this small prize game, the second large prize opening 128 is repeatedly opened and closed. Specifically, the second large prize opening 128 is controlled to open for 0.1 seconds (Open 1), close for 3.0 seconds (Close 1), open for 0.1 seconds (Open 2), close for 1.0 seconds (Close 2), open for 0.1 seconds (Open 3), close for 1.0 seconds (Close 3), and open for 0.1 seconds (Open 4). As described above, in this embodiment, in the small prize game executed when a special symbol Z1 to Z6 is selected, the second large prize opening 128 is opened a maximum of four times in the first round, but this is not limited to this. For example, the second large prize opening 128 may be opened a maximum of 10 times in the first round.
[0126] Here, a specific area 140b and a non-specific area 140c are provided inside the second large prize opening 128, and a gaming ball that enters the second large prize opening 128 always enters the specific area 140b or the non-specific area 140c. Then, in a small prize game, if a gaming ball that enters the second large prize opening 128 enters the specific area 140b, a large prize game in which the first large prize opening 126 is opened is executed following the small prize game.
[0127] When the special symbols Z1 to Z3, which are small win symbols, are determined and the game ball enters the specific area 140b in the small win game to execute the big win game, the round game is executed twice (2R to 3R).
[0128] In addition, when the special symbols Z4 to Z6, which are small win symbols, are determined and the game ball enters the specific area 140b in the small win game to execute the big win game, the round game is executed nine times (2R to 10R).
[0129] Figure 13 is a diagram illustrating the opening and closing modes of second large prize opening 128 and the opening and closing mode of specific area 140b by movable member 142. As shown in Figure 13, in a small prize game in which second large prize opening 128 is opened, movable member 142 opens specific area 140b for an instant (about 0.1 seconds) at the same time as opening second large prize opening 128, then maintains specific area 140b in a closed state for a predetermined period of time, and then maintains specific area 140b in an open state again.
[0130] Specifically, as shown in Figure 13, when special symbols Z1 to Z6 are determined and a minor win game is executed, the second major prize slot 128 is opened a total of four times during the minor win game. Therefore, while a game ball that enters the second major prize slot 128 at the same time as the first opening of the second major prize slot 128 may not be able to enter the specific area 140b, a game ball that enters the second major prize slot 128 during the second and subsequent openings of the second major prize slot 128 can reliably enter the specific area 140b. Although a detailed explanation is omitted, a structure is provided above the second major prize slot 128 to slow down the game ball rolling over the second major prize slot 128. This allows the game ball to be launched appropriately into the second game area 116b from the start of the small win game, and when the game ball reaches above the second large winning opening 128, the game ball will always enter the specific area 140b.
[0131] Furthermore, if unforeseen circumstances occur, such as a game ball becoming jammed in the second large prize opening 128, or a game ball remaining in the second large prize opening 128 for an extended period of time for any reason, there is a possibility that the game ball may not enter the specific area 140b during the small win game in which special symbols Z1 to Z6 are determined and executed. Therefore, in this specification, for the sake of ease of understanding, the words "always" and "certainly" are used in the explanation, but this is based on the premise that the state of the game machine 100 is in a state appropriate for the progress of the game and that no unforeseen circumstances have occurred, and does not mean a physical 100%.
[0132] In this embodiment, if a minor win is achieved during the shortened play state and none of the conditions for ending the shortened play state described later are met, all game balls that reach the vicinity of the second start opening 122 will enter the second start opening 122, and the game balls flowing down the second play area 116b will not reach the second major prize opening 128. In this case, even if the minor win game starts, the game balls will not reach the second major prize opening 128, and therefore, naturally, the game balls will not enter the specific area 140b, making it impossible to win a type two major win.
[0133] FIG. 14 is a diagram illustrating a game state setting table. FIG. 15 is a diagram illustrating an end condition setting table. In this embodiment, the destination game state and end conditions are set based on the type of special symbol and the reference game state. The destination game state is essentially set based on the conditions of the area surrounded by a thick line in FIG. 14. The initial state of the gaming machine 100 is set to a non-time-saving game state. The reference game state is the game state referenced when the game state setting process is performed. When a double jackpot is won in a small win game as described above, the game state is set according to the type of special symbol that was won and the reference game state. When a specific miss is won, the game state may be set to a time-saving game state after the special symbol is stopped and displayed according to the reference game state. In this embodiment, the "mode" of the destination game state shown in FIGS. 13 and 14 is a concept used to distinguish and explain common time-saving game states for ease of understanding.
[0134] Here, a non-time-shortened gaming state and a time-shortened gaming state are provided as gaming states. The non-time-shortened gaming state is the initial state of the gaming machine 100, and the time-shortened gaming state is a state in which the second start opening 122 is easier to open than the non-time-shortened gaming state. In other words, an opening condition for opening the second start opening 122 is set for each gaming state, and an opening condition for opening the second start opening 122 is set for the time-shortened gaming state that is easier to open than the non-time-shortened gaming state.
[0135] However, the ease of opening stipulated by the opening conditions may be common to both the non-time-saving game state and the time-saving game state. For example, as normal symbols, a long-opening symbol that opens the second starting hole 122 for a long time in a manner that allows a game ball to enter, and a short-opening symbol that opens the second starting hole 122 for a short time in a manner that prevents a game ball from entering, may be provided. In this case, in the non-time-saving game state, only the short-opening symbol is substantially won in the normal symbol lottery (e.g., 99%), and in the time-saving game state, only the long-opening symbol is substantially won in the normal symbol lottery (e.g., 99%). In other words, the time-saving game state may be a state in which it is easier for a game ball to enter the second starting hole 122 than in the non-time-saving game state.
[0136] When a normal winning symbol is determined in the normal drawing in the non-time-saving game state, the table shown in Figure 16(b) is referenced. Similarly, when a normal winning symbol is determined in the normal drawing in the first time-saving game state or the second time-saving game state, the tables shown in Figure 16(c) and (d) are referenced, respectively. Here, normal symbols L and S are provided as types of normal symbols.
[0137] 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.
[0138] When the gaming state is set to the time-saving gaming state, an end condition for ending the time-saving gaming state is also set. Here, as shown in FIG. 15, a first end condition, a second end condition, and a third end condition are set as the end conditions.
[0139] In this embodiment, the first termination condition is that the first small win counter changes from 1 to 0, and that the second small win counter changes from 1 to 0. The first small win counter and the second small win counter are decremented each time the result of the large role lottery for the small win based on the special 2 reserve is determined in the time-saving game state, and when the remaining number of the first small win counter or the second small win counter is updated from 1 to 0, the game state is changed to a non-time-saving game state. In other words, the first termination condition can be met when the result of the large role lottery for the small win based on the special 2 reserve is determined. In this embodiment, when the termination condition is met based on the first small win counter changing from 1 to 0, the non-time-saving game state is stored as the reference game state. Furthermore, when the termination condition is met based on the second small win counter changing from 1 to 0, the time-saving game state is stored as the reference game state.
[0140] 15, in this embodiment, a first specific miss counter, a second specific miss counter, a third specific miss counter, and a fourth specific miss counter are provided as second termination conditions. The first specific miss counter is decremented each time a special symbol Y1, which is a specific miss symbol, is stopped and displayed in the time-shortened gaming state, and when the remaining number on the first specific miss counter is updated from 1 to 0, the gaming state is changed to a non-time-shortened gaming state. The second specific miss counter is decremented each time a special symbol Y1 or a special symbol Y2, which is a specific miss symbol, is stopped and displayed in the time-shortened gaming state, and when the remaining number on the second specific miss counter is updated from 1 to 0, the gaming state is changed to a non-time-shortened gaming state. Furthermore, the third specific loss counter is decremented each time the special symbol Y3, which is a specific loss symbol, is stopped and displayed in the time-shortened gaming state, and when the remaining number on the third specific loss counter is updated from 1 to 0, the gaming state is changed to a non-time-shortened gaming state. Furthermore, the fourth specific loss counter is decremented each time the special symbol Y4, which is a specific loss symbol, is stopped and displayed in the time-shortened gaming state, and when the remaining number on the fourth specific loss counter is updated from 1 to 0, the gaming state is changed to a non-time-shortened gaming state. In other words, the second ending condition can be met when the result of the special loss lottery based on the special 2 reservation is determined.
[0141] 15, in this embodiment, a variation counter is provided as a third termination condition. The variation counter is decremented each time a major role lottery result is determined in the time-saving gaming state, and when the remaining number of the variation counter is updated from 1 to 0, the gaming state is changed to a non-time-saving gaming state.
[0142] When any one of these time-saving termination conditions is met, the time-saving game state ends and the game state transitions to a non-time-saving game state.
[0143] As described above, when the gaming state is set to a time-saving gaming state, a time-saving termination condition is set. However, different time-saving termination conditions can be set for a common time-saving gaming state depending on the type of special symbol or the reference gaming state. Herein, eight modes are provided for the time-saving gaming state: first lower mode, second lower A mode, second lower B mode, third lower mode, first upper mode, second upper mode, lower chance mode, and upper chance mode. The second lower A mode is a mode that can be entered after a major win is executed, while the second lower B mode is a mode that can be entered after a specific losing symbol is displayed. However, as shown in FIG. 15, the second lower A mode and the second lower B mode share a common time-saving termination condition. Hereinafter, the second lower A mode and the second lower B mode will be collectively referred to as the second lower modes.
[0144] Furthermore, as shown in Figure 15, the first lower mode, second lower mode, third lower mode, first upper mode, second upper mode, lower chance mode, and upper chance mode each have different termination conditions set for each other.
[0145] For example, if the special symbol Z1 is determined as the minor win symbol, and the reference game state is a non-time-saving game state, the game state after the big win will be set to the normal mode, which is a non-time-saving game state.
[0146] In addition, when the special symbol Z2 is determined as the small win symbol and the reference game state is a non-time-shortened game state, the game state after the big win game is set to a first lower mode in which the time-shortened game state is set. In the first lower mode, the first small win counter is set to 5 times and the first specific loss counter is set to 5 times as the time-shortened end condition.
[0147] In addition, when the special symbol Z3 is determined as the small win symbol and the reference game state is a non-time-saving game state, the game state after the big win game is set to the first higher mode in which the time-saving game state is set. In the first higher mode, the time-saving end condition is set to 1 time by the second small win counter and 5 times by the fourth specific loss counter.
[0148] Furthermore, if the special symbol Z4 is determined as the minor win symbol, and the reference game state is a non-time-saving game state, the game state after the major win is set to the second lower A mode, which is a time-saving game state. In the second lower A mode, the conditions for ending the time-saving mode are set to 3 times for the first minor win counter and 5 times for the second specific miss counter.
[0149] In addition, when the special symbol Z4 is determined as the small win symbol and the reference game state is the time-saving game state, the game state after the big win game is set to the second higher mode in which the time-saving game state is set. In the second higher mode, the second small win counter is set to 1 as the time-saving end condition.
[0150] In addition, if the special pattern Z5 is determined as the small winning pattern and the reference game state is a non-time-shortened game state, the game state after the big winning game is set to the second lower A mode, which is a time-shortened game state.
[0151] In addition, if the special pattern Z5 is determined as the small winning pattern and the reference game state is a time-saving game state, the game state after the big winning game is set to the first higher mode, which is a time-saving game state.
[0152] Furthermore, if the special symbol Z6 is determined as the minor win symbol, and the reference game state is a non-time-saving game state, the game state after the major win is set to the third lower mode, which is a time-saving game state. In the third lower mode, the conditions for ending the time-saving mode are set to 5 times for the second minor win counter and 5 times for the third specific miss counter.
[0153] In addition, if the special pattern Z6 is determined as the small winning pattern and the reference game state is a time-saving game state, the game state after the big winning game is set to the first higher mode, which is a time-saving game state.
[0154] In addition, when the special symbol Y1 or Y2, which is a specific miss, is stopped and displayed, and the reference game state is a non-time-shortened game state, the game state is set to a lower chance mode in which the time-shortened game state is set after the special symbol is stopped and displayed. In the lower chance mode, the first small win counter is set to 1 and the fluctuation number counter is set to 1 as the time-shortened end condition.
[0155] In addition, when the special symbol Y3, which is a specific miss, is stopped and displayed, and the reference game state is a non-time-shortened game state, the game state is set to the second lower B mode, which is a time-shortened game state, after the special symbol is stopped and displayed. In the second lower B mode, the first small win counter is set to 3 times, and the second specific miss counter is set to 5 times as the time-shortened end condition.
[0156] In addition, when the special symbol Y4, which is a specific miss, is stopped and displayed, and the reference game state is a non-time-shortened game state, the game state is set to a higher chance mode in which the time-shortened game state is set after the special symbol is stopped and displayed. In the higher chance mode, the fluctuation counter is set to 1 as a time-shortened ending condition.
[0157] 15 is set to 0, the value of each counter set to 0 is not subtracted in the processing in the main control board 300 described below. Therefore, the termination condition based on each counter set to 0 is not actually met. Note that the termination condition based on the value of a specific counter may not be met by setting a sufficiently large number, such as 10,000, instead of 0, or by not setting the value at all.
[0158] In this embodiment, the degree of advantage increases in the following order: normal mode, lower chance mode, upper chance mode, first lower mode, second lower mode, third lower mode, first upper mode, and second upper mode. The counter values set in the first small hit counter, second small hit counter, first specific miss counter to fourth specific miss counter, and variable count counter are not limited to the example shown in FIG. 15. For example, the example shown in FIG. 15 illustrates a case where the counter values set in the first specific miss counter to fourth specific miss counter are a common value, but the counter values set in the first specific miss counter to fourth specific miss counter may be a common value or different values. Furthermore, the example shown in FIG. 16 illustrates a case where the counter values set in the second lower A mode and the second lower B mode are a common value, but the counter values set in the second lower A mode and the second lower B mode may be a common value or different values.
[0159] Figure 16 is a diagram illustrating the random number determination table for determining a winning combination. When a game ball flowing down the game area 116 passes through the gate 124, a determination process for a normal symbol (hereinafter referred to as "normal symbol lottery") is performed, which determines whether or not to energize the movable piece 122b of the second start port 122.
[0160] As will be described in more detail later, when a gaming ball passes through gate 124, one winning determination random number is obtained from the range of 0 to 99, and this random number value is stored in the general map reserve memory area of main RAM 300c, up to a maximum of four. In other words, the general map reserve memory area has four memory sections for saving winning determination random numbers. Therefore, if a gaming ball passes through gate 124 with winning determination random numbers stored in all four memory sections of the general map reserve memory area, no winning determination random number will be stored based on the passage of that gaming ball. Hereinafter, the winning determination random number stored in the general map reserve memory area after a gaming ball passes through gate 124 will be referred to as the general map reserve.
[0161] When a regular symbol draw is initiated in a non-time-saving game state, the random number determination table for non-time-saving game states is referenced, as shown in Figure 16(a). According to this random number determination table for non-time-saving game states, if the random number for determining the win is 0, a winning symbol is determined as the type of regular symbol, and if the random number for determining the win is between 1 and 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of a winning symbol being determined in a non-time-saving game state, i.e., the probability of winning, is 1 / 100. As will be explained in more detail later, if a winning symbol is determined in this regular symbol draw, the second start opening 122 is controlled to be in an open state, and if a losing symbol is determined, the second start opening 122 is kept in a closed state.
[0162] Furthermore, when starting a regular symbol draw in the time-saving game state, the time-saving game state winning random number determination table is referenced, as shown in Figure 16(b). According to this time-saving game state winning random number determination table, if the winning random number is between 0 and 98, a winning symbol is determined as the type of regular symbol, and if the winning random number is 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of a winning symbol being determined in the time-saving game state, i.e., the winning probability, is 99 / 100.
[0163] FIG. 17(a) is a diagram illustrating a normal symbol variation time data table, and FIG. 17(b) is a diagram illustrating an opening / closing control pattern table. As described above, when a normal symbol lottery is conducted, the normal symbol variation time is determined. The normal symbol variation time data table is referenced when determining the normal symbol variation time when a winning symbol or a losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, when the game state is set to a non-time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to a time-saving game state, the variation time is determined to be 1 second. Once the variation time is determined in this manner, the normal symbol display 168 displays a variable (blinking) display for the determined time. When a winning symbol is determined, the normal symbol display 168 lights up, and when a losing symbol is determined, the normal symbol display 168 turns off.
[0164] Then, when a winning symbol is determined by the normal symbol lottery and the normal symbol display 168 lights up, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to the opening / closing control pattern table, as shown in Fig. 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, the control data corresponding to each game state is shown in one table.
[0165] When a winning symbol is determined, the second starting hole 122 is controlled to open and close with reference to the opening and closing control pattern table, as shown in FIG. 17(b). According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 begins to open), the maximum number of times the normal electric role device is switched on and off (number of times the second start port 122 is opened), the solenoid power supply time (power supply time of the normal electric role device solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of the second start port 122 once), the specified number (the maximum number of winning entries into the second start port 122 while it is fully open), the normal power closing effective time (the closing time between each opening of the second start port 122, i.e., the pause time), the normal power active state time (waiting time from the end of the last opening of the second start port 122), and the normal power end waiting time (waiting time until the variable display of the normal pattern described below is resumed after the normal power active state time has elapsed) are pre-stored as control data for the second start port 122 for each game state, as shown in the figure.
[0166] In this way, the non-time-saving game state and the time-saving game state are each associated with an opening / closing control condition for opening and closing the second start port 122 as a game progress condition, and in the time-saving game state, it is easier for a game ball to enter the second start port 122 than in the non-time-saving game state. In other words, in the time-saving game state, as long as a game ball passes through the gate 124, regular lotteries are held one after another, and the second start port 122 is frequently opened, so the player can hold big role lotteries while reducing the consumption of game balls.
[0167] The opening / closing conditions for the second start opening 122 prescribe three elements: the probability of winning a normal symbol, the time for which the normal symbol is displayed in a variable manner, and the opening time of the second start opening 122. In this embodiment, two of these elements are set to be more advantageous for the time-saving game state than for the non-time-saving game state, so that a game ball is more likely to enter the second start opening 122 in the time-saving game state than in the non-time-saving game state. However, one or three of the three elements may be set to be more advantageous for the time-saving game state than the non-time-saving game state. In any case, by making the time-saving game state more advantageous than the non-time-saving game state in at least one element, it is possible to make it easier for a game ball to enter the second start opening 122 in the time-saving game state than in the non-time-saving game state overall. In other words, when the game state is set to a non-time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a first condition, and when the game state is set to a time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a second condition that is more likely to be in the open state than the first condition.
[0168] 18 is a diagram illustrating gameplay characteristics according to an embodiment. The following mainly describes a case where a player appropriately launches a game ball and the game progresses in accordance with the original gameplay characteristics, i.e., a case where the game continues normally, and a description of cases where an irregular situation occurs will be omitted. A case where the game continues normally refers to a case where a player plays in accordance with the original gameplay characteristics, and where no irregular situation such as various errors or game stoppages occurs.
[0169] The initial state of the gaming machine 100 is the normal mode, which is a non-time-saving gaming state, and the player starts playing in the normal mode, as shown in (1) of FIG. 18. In the normal mode, since the second starting hole 122 is hardly open, the player performs a so-called left shot, which launches the gaming ball toward the first gaming area 116a, and causes the gaming ball to enter the first starting hole 120. In other words, the reserve that is the main target for variation (hereinafter referred to as the target reserve) is set to the special 1 reserve. Therefore, in the non-time-saving gaming state, the player plays in the hope of winning a small prize using the special 1 reserve. Note that in the non-time-saving gaming state, the probability of winning a small prize based on the special 1 reserve is set to approximately 1 / 156.04.
[0170] In normal mode, when a small win is won by the special 1 reserve, there is a 40% probability that the special symbol Z1 will be determined as the small win symbol, and a small win game based on the special symbol Z1 will be executed. In this small win game, since the game ball can enter the specific area 140b, a big win game will be executed following the small win game. At this time, in this embodiment, the player can obtain a total of 310 prize balls in the small win game and the big win game. At this time, since the reference game state becomes a non-time-reduction game state, the game state after the big win game is set as a non-time-reduction game state, and the game is set again to normal mode.
[0171] Also, in normal mode, if a small win is won by the special 1 reserve, there is a 59% probability that the special symbol Z2 will be determined as the small win symbol, and a small win game based on the special symbol Z2 will be executed. In this small win game, since the game ball can enter the specific area 140b, a big win game will be executed following the small win game. At this time, in this embodiment, the player can obtain a total of 310 prize balls in the small win game and the big win game. At this time, since the reference game state is a non-time-saving game state, as shown in (2) of FIG. 18, the game state after the big win game is set as a time-saving game state to the first lower mode.
[0172] Also, in normal mode, if a small win is won by the special 1 reserve, there is a 1% probability that the special symbol Z3 will be determined as the small win symbol, and a small win game based on the special symbol Z3 will be executed. In this small win game, since the game ball can enter the specific area 140b, a big win game will be executed following the small win game. At this time, in this embodiment, the player can obtain a total of 310 prize balls in the small win game and the big win game. At this time, since the reference game state becomes a non-time-saving game state, the game state after the big win game is set to the first higher mode as a time-saving game state, as shown in (6) of FIG. 18.
[0173] In the first lower mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player makes a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the first lower mode in which the target reserve is set to the special 2 reserve, the player plays the game in the hope of winning a small prize through the special 2 reserve.
[0174] In the first lower mode, the probability of winning a small win based on the special 2 reservation is set to approximately 1 / 6.01. Also, in the first lower mode, the probability of winning a specific loss based on the special 2 reservation is set to approximately 1 / 2.30. When a specific loss is won through the special 2 reservation, there is a 42% probability that the special pattern Y1 will be determined as the specific loss pattern. Therefore, the probability of winning the special pattern Y1 based on the special 2 reservation is effectively approximately 1 / 5.48. Also, in the first lower mode, the termination conditions are set to the first small win counter being 5 times and the first specific loss counter being 5 times.
[0175] In other words, the first lower mode is a game in which the aim is to win the special patterns Z4 to Z6, which are small win patterns, a total of five times before winning the special pattern Y1, which is a specific losing pattern, a total of five times.
[0176] In the first lower mode, the value of the first small win counter is subtracted each time a small win is won by the special 2 reserve. When a small win is won by the special 2 reserve, there is a 25% chance that the special pattern Z4 will be determined as the small win pattern, a 55% chance that the special pattern Z5 will be determined as the small win pattern, and a 20% chance that the special pattern Z6 will be determined as the small win pattern.
[0177] If the value of the first small win counter is 1 or greater after being decremented, the termination condition is not met, and the time-saving game state is maintained. In this case, even if a small win game is executed, all game balls that reach the vicinity of the second starting opening 122 will enter the second starting opening 122, and game balls flowing down the second game area 116b will not reach the second large winning opening 128. Therefore, in this case, even if a small win game starts, no game balls will reach the second large winning opening 128, and naturally no game balls will enter the specific area 140b, making it impossible to win a type 2 jackpot. In other words, even if a small win is won when the value of the small win counter is 2 or greater, the value of the small win counter is simply decremented regardless of the type of small win symbol. Note that the amount by which the value of the small win counter is decremented may vary depending on the type of small win symbol.
[0178] On the other hand, in the first lower mode, if the value of the first small win counter is decremented and the value of the first small win counter becomes 0, the termination condition is met, and the small win game is executed in a state where the game state is in a non-time-saving game state. In this case, if the player hits the right side properly in the started small win game, the game ball will reach the second large prize winning opening 128, and the game ball can enter the second large prize winning opening 128 in the small win game. Then, when the game ball enters the second large prize winning opening 128, the game ball will always enter the specific area 140b. Therefore, the big prize game is executed following the small win game. At this time, in the embodiment, the player can obtain a total of 1,360 prize balls in the small win game and the big prize game.
[0179] At this time, the reference game state becomes a non-time-saving game state, so when the value of the small win counter changes from 1 to 0, if the special symbol Z4 or Z5 is determined as the small win symbol, the game state after the big win game is set to the time-saving game state in the second lower A mode, as shown in (3) of Figure 18. Also, if the special symbol Z6 is determined as the small win symbol, the game state after the big win game is set to the time-saving game state in the third lower mode, as shown in (5) of Figure 18.
[0180] In addition, in the first lower mode, the value of the first specific loss counter is subtracted every time the special symbol Y1 is stopped and displayed as a specific loss symbol by the special 2 reservation. That is, in the first lower mode, the specific loss symbols (special symbols Y2 to Y4) other than the special symbol Y1 are substantially treated in the same way as normal losses.
[0181] If the value of the first specific miss counter is reduced and the value of the first specific miss counter is 1 or greater, the termination condition is not met, and the time-saving game state is maintained. In this case, even if the special symbol Y1 is displayed as stopped, the game state will not change, and the first lower mode will be maintained.
[0182] In addition, in this embodiment, in the first lower mode, when the value of the first specific loss counter is subtracted and the value of the first specific loss counter becomes 0, the termination condition is met before the specific loss symbol is stopped and the game state becomes a non-time-shortened game state. Therefore, in this case, it is treated as if the specific loss symbol has stopped in the non-time-shortened game state, and as shown in (4) of Figure 18, the game state after the special symbol is stopped and displayed is set to the time-shortened game state, and the lower chance mode is set.
[0183] In the second lower mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the second lower mode in which the target reserve is set to the special 2 reserve, the player plays the game in the hope of winning a small prize through the special 2 reserve.
[0184] In the second lower mode, the probability of winning a small win based on the special 2 reservation is set to approximately 1 / 6.01. Also, in the second lower mode, the probability of winning a specific loss based on the special 2 reservation is set to approximately 1 / 2.30. When a specific loss is won through the special 2 reservation, there is a 42% probability that the special pattern Y1 is determined as the specific loss pattern, and there is a 5% probability that the special pattern Y2 is determined as the specific loss pattern. Therefore, the combined probability of winning the special pattern Y1 based on the special 2 reservation and the special pattern Y2 based on the special 2 reservation is effectively approximately 1 / 4.89. Also, in the second lower mode, the termination conditions are set to three times for the first small win counter and five times for the second specific loss counter.
[0185] In other words, the second lower mode is designed to be played by aiming to win the special symbols Z4-Z6 (minor winning symbols) a total of three times before winning the special symbols Y1 and Y2 (specific losing symbols) a total of five times.
[0186] In the second lower mode, the value of the first small win counter is decremented each time a small win is won through the special 2 reserve. If the value of the first small win counter is 1 or greater after the decrement, the termination condition is not met, and the time-saving game state is maintained. In this case, even if a small win game is executed, all game balls that reach the vicinity of the second start opening 122 will enter the second start opening 122, and game balls flowing down the second game area 116b will not reach the second large prize opening 128. Therefore, in this case, even if a small win game starts, game balls will not reach the second large prize opening 128, and naturally, game balls will not enter the specific area 140b, making it impossible to win a Type 2 jackpot.
[0187] On the other hand, in the second lower mode, if the value of the first small win counter is decremented and the value of the first small win counter becomes 0, the termination condition is met, and the small win game is executed in a state where the game state is in a non-time-saving game state. In this case, if the player hits the right side properly in the started small win game, the game ball will reach the second large win opening 128, and the game ball can enter the second large win opening 128 in the small win game. Then, when the game ball enters the second large win opening 128, the game ball will always enter the specific area 140b. Therefore, the big win game is executed following the small win game. At this time, in the embodiment, the player can obtain a total of 1,360 prize balls in the small win game and the big win game.
[0188] At this time, the reference gaming state becomes a non-time-saving gaming state, so if the special symbol Z4 or Z5 is determined as the small winning symbol, the gaming state after the big winning game is set to the time-saving gaming state again in the second lower A mode, as shown in (3) of Figure 18. Also, if the special symbol Z6 is determined as the small winning symbol, the gaming state after the big winning game is set to the time-saving gaming state in the third lower mode, as shown in (5) of Figure 18.
[0189] Furthermore, in the second lower mode, each time special symbol Y1 or special symbol Y2 stops and is displayed as a specific losing symbol due to special 2 hold, the value of the second specific losing counter is deducted.
[0190] If the value of the second specific miss counter is 1 or more as a result of subtracting the value of the second specific miss counter, the end condition is not met, and the time-shortened game state is maintained. In this case, even if the special symbol Y1 or the special symbol Y2 is stopped and displayed, the game state is not changed and the second lower mode is maintained.
[0191] In addition, in this embodiment, in the second lower mode, if the value of the second specific loss counter is decremented and the value of the second specific loss counter becomes 0, the termination condition is met before the specific loss symbol is stopped and the game state becomes a non-time-shortened game state. Therefore, in this case, it is treated as if the specific loss symbol has stopped in the non-time-shortened game state, and as shown in (4) of Figure 18, the game state after the special symbol is stopped and displayed becomes a time-shortened game state, and the lower chance mode is set.
[0192] In the lower chance mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player makes a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the lower chance mode in which the target reserve is set to the special 2 reserve, the player plays the game in the hope of winning a small prize through the special 2 reserve.
[0193] In the lower chance mode, the probability of winning a minor win based on the special 2 reserve is set to approximately 1 / 6.01. Also, in the lower chance mode, the termination conditions are set to 1 for the first minor win counter and 1 for the number of spins counter.
[0194] In the lower chance mode, since the fluctuation counter is set to 1, when one big win lottery is performed, the end condition based on the fluctuation counter is always established. Also, in the lower chance mode, since the first small win counter is set to 1, even if a small win is won, the end condition based on the first small win counter is always established.
[0195] In other words, the lower chance mode is a game in which the player aims to win the special patterns Z4 to Z6, which are small winning patterns, with one special 2 change.
[0196] In the lower chance mode, if a small prize is won by the special 2 reserve, the termination condition is met, and the small prize game is executed in a state where the game state is in a non-time-saving game state. In this case, if the player hits the right side properly in the started small prize game, the game ball will reach the second large prize winning port 128, and the game ball can enter the second large prize winning port 128 in the small prize game. Then, when the game ball enters the second large prize winning port 128, the game ball will always enter the specific area 140b. Therefore, the big prize game is executed following the small prize game. At this time, in the embodiment, the player can obtain a total of 1,360 prize balls in the small prize game and the big prize game.
[0197] At this time, the reference gaming state becomes a non-time-saving gaming state, so when the special symbol Z4 or Z5 is determined as the small winning symbol, the gaming state after the big winning game is set to the time-saving gaming state in the second lower A mode, as shown in (3) of Figure 18. Also, when the special symbol Z6 is determined as the small winning symbol, the gaming state after the big winning game is set to the time-saving gaming state in the third lower mode, as shown in (5) of Figure 18.
[0198] Also, if a normal miss or a specific miss occurs in the lower chance mode, the so-called time-saving mode will be over and the game state will transition to the normal mode, as shown in (1) of Figure 18.
[0199] In this embodiment, the lower chance mode requires winning a small prize in one special 2 lottery, whereas the first lower mode requires winning the small prize symbols Z4 to Z4 a total of five times before winning the special symbol Y1 a total of five times, so it can be said that the first lower mode is more advantageous than the lower chance mode. Also, in the first lower mode, the value set in the small prize counter is "5", whereas in the second lower mode, the value set in the small prize counter is "3", so it can be said that the second lower mode is more advantageous than the first lower mode.
[0200] The probability of transitioning from the first lower mode to the second lower mode or the third lower mode can be set to substantially about 52%, and the probability of transitioning from the first lower mode to the lower chance mode can be set to substantially about 48%.
[0201] The combined probability of re-transitioning from the second lower mode to the second lower mode and the probability of transitioning from the second lower mode to a third lower mode that is more advantageous than the second lower mode can be set to substantially about 75%. Also, the probability of transitioning from the second lower mode to a lower chance mode that is less advantageous than the second lower mode can be set to substantially about 25%.
[0202] In the third lower mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the third lower mode in which the target reserve is set to the special 2 reserve, the player plays the game in the hope of winning a small prize through the special 2 reserve.
[0203] In the third lower mode, the probability of winning a small win based on the special 2 reservation is set to approximately 1 / 6.01. Also, in the third lower mode, the probability of winning a specific loss based on the special 2 reservation is set to approximately 1 / 2.30. When a specific loss is won through the special 2 reservation, there is a 38% probability that the special pattern Y3 will be determined as the specific loss pattern. Therefore, the probability of winning the special pattern Y3 based on the special 2 reservation is effectively approximately 1 / 6.05. Also, in the third lower mode, the termination conditions are set to the second small win counter being 5 times and the third specific loss counter being 5 times.
[0204] In other words, the third lower mode is a game in which the aim is to win the special patterns Z4 to Z6, which are small win patterns, a total of five times before winning the special pattern Y3, which is a specific losing pattern, a total of five times.
[0205] In the third lower mode, the value of the second small win counter is decremented each time a small win is won through the special 2 reserve. If the value of the second small win counter is 1 or greater after the decrement, the termination condition is not met, and the time-saving game state is maintained. In this case, even if a small win game is executed, all game balls that reach the vicinity of the second start opening 122 will enter the second start opening 122, and game balls flowing down the second game area 116b will not reach the second large prize opening 128. Therefore, in this case, even if a small win game starts, game balls will not reach the second large prize opening 128, and naturally, game balls will not enter the specific area 140b, making it impossible to win a Type 2 jackpot.
[0206] On the other hand, in the third lower mode, if the value of the second small win counter is decremented and the value of the second small win counter becomes 0, the termination condition is met, and the small win game is executed in a state where the game state is in a non-time-saving game state. In this case, if the player hits the right side properly in the started small win game, the game ball will reach the second large prize opening 128, and the game ball can enter the second large prize opening 128 in the small win game. Then, when the game ball enters the second large prize opening 128, the game ball will always enter the specific area 140b. Therefore, the big prize game is executed following the small win game. At this time, in the embodiment, the player can obtain a total of 1,360 prize balls in the small win game and the big prize game.
[0207] As described above, when the value of the second small win counter is subtracted and the value of the second small win counter becomes 0, the reference game state becomes a time-saving game state, so when the special symbol Z5 or the special symbol Z6 is determined as the small win symbol, the game state after the big win game is set to the first higher mode as a time-saving game state, as shown in (6) of Figure 18. Also, when the special symbol Z4 is determined as the small win symbol, the game state after the big win game is set to the second higher mode as a time-saving game state, as shown in (7) of Figure 18.
[0208] In the third lower mode, the value of the third specific failure counter is subtracted every time the special symbol Y3 is stopped and displayed as a specific failure symbol by the special 2 reservation.
[0209] If the value of the third specific miss counter is 1 or more as a result of subtraction, the end condition is not met, and the time-shortened game state is maintained. In this case, even if the special symbol Y3 is stopped and displayed, the game state is not changed, and the third lower mode is maintained.
[0210] On the other hand, in the third lower mode, when the value of the third specific loss counter is subtracted and the value of the third specific loss counter becomes 0, the termination condition is met and the specific loss symbol is stopped in a state where the game state is in a non-time-shortened game state. In this case, since it is treated as if the specific loss symbol has stopped in a non-time-shortened game state, the game state after the special symbol has stopped and displayed is set to a time-shortened game state, as shown in (3) of Figure 18, and the second lower mode B is set.
[0211] As described above, in this embodiment, if the termination condition based on the specific miss counter is met in the first or second lower mode, the game will transition to the lower chance mode. On the other hand, if the termination condition based on the specific miss counter is met in the third lower mode, the game will not transition to the lower chance mode, but will transition to the second lower mode, which is more advantageous than the lower chance mode. This makes it possible to reduce the risk of players feeling disappointed.
[0212] In this embodiment, the second lower mode transitions to a lower chance mode when the termination condition is met by the specific miss counter changing from 1 to 0, whereas the third lower mode transitions to the second lower mode without transitioning to a lower chance mode when the termination condition is met by the specific miss counter changing from 1 to 0, so it can be said that the third lower mode is more advantageous than the second lower mode.
[0213] The probability of transitioning from the third lower mode to the first or second higher mode, which are more advantageous than the third lower mode, can be substantially about 50%. Also, the probability of transitioning from the third lower mode to the second lower mode, which is less advantageous than the third lower mode, can be substantially about 50%.
[0214] In the first higher mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player makes a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the first higher mode in which the target reserve is set to the special 2 reserve, the player plays the game in the hope of winning a small prize through the special 2 reserve.
[0215] In the first higher mode, the probability of winning a small win based on the special 2 reservation is set to approximately 1 / 6.01. Also, in the first higher mode, the probability of winning a specific loss based on the special 2 reservation is set to approximately 1 / 2.30. When a specific loss is won through the special 2 reservation, there is a 15% chance that the special pattern Y4 will be determined as the specific loss pattern. Therefore, the probability of winning the special pattern Y4 based on the special 2 reservation is effectively approximately 1 / 15.33. Also, in the first higher mode, the termination conditions are set to the second small win counter being counted once and the fourth specific loss counter being counted five times.
[0216] That is, the first higher mode is a game in which the aim is to win the special symbols Z4 to Z6, which are small win symbols, once before winning the special symbol Y4, which is a specific losing symbol, a total of five times.
[0217] In the first higher mode, if the value of the second small win counter is decremented and the value of the second small win counter becomes 0, the termination condition is met, and the small win game is executed in a state where the game state is in a non-time-saving game state. In this case, if the player hits the right side properly in the started small win game, the game ball will reach the second large prize opening 128, and the game ball can enter the second large prize opening 128 in the small win game. Then, when the game ball enters the second large prize opening 128, the game ball will always enter the specific area 140b. Therefore, the big prize game is executed following the small win game. At this time, in the embodiment, the player can obtain a total of 1,360 prize balls in the small win game and the big prize game.
[0218] As described above, when the value of the second small win counter is subtracted and the value of the second small win counter becomes 0, the reference game state becomes a time-saving game state, so when the special symbol Z5 or the special symbol Z6 is determined as the small win symbol, the game state after the big win game is set to the time-saving game state and the first higher mode is set again, as shown in (6) of Figure 18. Also, when the special symbol Z4 is determined as the small win symbol, the game state after the big win game is set to the time-saving game state and the second higher mode is set, as shown in (7) of Figure 18.
[0219] Furthermore, in the first higher mode, each time the special symbol Y4 stops and is displayed as a specific losing symbol due to the special 2 hold, the value of the 4th specific losing counter is deducted.
[0220] If the value of the 4th specific miss counter is reduced and the value of the 4th specific miss counter is 1 or greater, the termination condition is not met, and the time-saving game state is maintained. In this case, even if the special symbol Y4 is displayed as stopped, the game state will not change, and the 1st higher mode will be maintained.
[0221] On the other hand, in the first higher mode, when the value of the fourth specific loss counter is subtracted and the value of the fourth specific loss counter becomes 0, the termination condition is met and the specific loss symbol is stopped in a state where the game state is in a non-time-shortened game state. In this case, since it is treated as if the specific loss symbol has stopped and displayed in a non-time-shortened game state, the game state after the special symbol has stopped and displayed is set to a time-shortened game state and the higher chance mode is set, as shown in (8) of Figure 18.
[0222] In this embodiment, the third lower mode has a value of "5" set in the small win counter, while the first higher mode has a value of "1" set in the small win counter. Therefore, the first higher mode is more advantageous than the third lower mode.
[0223] In the second higher mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player makes a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the second higher mode in which the target reserve is set to the special 2 reserve, the player plays the game in the hope of winning a small prize through the special 2 reserve.
[0224] In the second higher mode, the probability of winning a minor win based on the special 2-reserve is set to approximately 1 / 6.01. Also, in the second higher mode, the termination condition is set to 1 for the second minor win counter.
[0225] In the second higher mode, if the value of the second small win counter is decremented and the value of the second small win counter becomes 0, the termination condition is met, and the small win game is executed in a state where the game state is in a non-time-saving game state. In this case, if the player hits the right side properly in the started small win game, the game ball will reach the second large prize winning opening 128, and the game ball can enter the second large prize winning opening 128 in the small win game. Then, when the game ball enters the second large prize winning opening 128, the game ball will always enter the specific area 140b. Therefore, the big prize game is executed following the small win game. At this time, in the embodiment, the player can obtain a total of 1,360 prize balls in the small win game and the big prize game.
[0226] As described above, when the value of the second small win counter is subtracted and the value of the second small win counter becomes 0, the reference game state becomes a time-saving game state, so when the special symbol Z5 or the special symbol Z6 is determined as the small win symbol, the game state after the big win game is set to the first higher mode as a time-saving game state, as shown in (6) of Figure 18. Also, when the special symbol Z4 is determined as the small win symbol, the game state after the big win game is set to the second higher mode as a time-saving game state, as shown in (7) of Figure 18.
[0227] Furthermore, in the second higher mode, the termination condition is not met based on the stop display of a specific miss or a normal miss. Therefore, in this embodiment, the second higher mode will continue in effect until a minor win is achieved. Consequently, if the special symbol Z4 is determined as the minor win symbol in the first higher mode, the execution of at least two minor win games and major win games is effectively guaranteed. Similarly, if the special symbol Z4 is determined as the minor win symbol in the second higher mode, the execution of at least two minor win games and major win games is further effectively guaranteed.
[0228] In this embodiment, in the first higher mode, the value set in the specific miss counter is "5", whereas in the second higher mode, no value is set in the specific miss counter, essentially guaranteeing a small win, so it can be said that the second higher mode is more advantageous than the first higher mode.
[0229] In the higher chance mode, passing the game ball through gate 124 frequently opens the second start opening 122. Since gate 124 and the second start opening 122 are located in the second game area 116b, the player performs what is called a right-hand shot, which causes the game ball to flow down into the second game area 116b, and enters the second start opening 122. In other words, in the higher chance mode, where the target reserve is set to special reserve 2, the player plays while expecting to win a minor prize through special reserve 2.
[0230] In the upper chance mode, the probability of winning a small prize based on the special 2 reservation is set to approximately 1 / 6.01. Also, in the upper chance mode, the fluctuation counter is set to 1 as the end condition.
[0231] In the higher chance mode, the variation counter is set to one time, so when one big role lottery is performed, the end condition based on the variation counter is always met.
[0232] In other words, the higher chance mode is a game in which the player aims to win the special patterns Z4 to Z6, which are small winning patterns, with one special 2 change.
[0233] In the higher chance mode, if a small prize is won by the special 2 reserve, the termination condition based on the fluctuation count counter is met, and the small prize game is executed in a state where the game state is in a non-time-saving game state. In this case, if the player hits the right side properly in the started small prize game, the game ball will reach the second large prize winning opening 128, and the game ball can enter the second large prize winning opening 128 in the small prize game. Then, when the game ball enters the second large prize winning opening 128, the game ball will always enter the specific area 140b. Therefore, the big prize game is executed following the small prize game. At this time, in the embodiment, the player can obtain a total of 1,360 prize balls in the small prize game and the big prize game.
[0234] In this embodiment, the reference game state is stored before the timing at which it is determined whether the termination condition is met by the change count counter changing from 1 to 0. Therefore, in the higher chance mode, when a small win is won by the special 2 reserve, the reference game state becomes a time-saving game state. Therefore, when the special symbol Z5 or special symbol Z6 is determined as the small win symbol, the game state after the big win is set to a time-saving game state in the first higher mode, as shown in (6) of FIG. 18. Also, when the special symbol Z4 is determined as the small win symbol, the game state after the big win is set to a time-saving game state in the second higher mode, as shown in (7) of FIG.
[0235] Also, if a normal miss or a specific miss occurs in the higher chance mode, the game will end in a so-called time-saving mode, and the game state will transition to the normal mode, as shown in (1) of Figure 18.
[0236] In the higher chance mode, the player transitions to either the first or second higher chance mode upon winning a minor prize, whereas in the lower chance mode, the player transitions to either the second or third lower chance mode upon winning a minor prize. Therefore, the higher chance mode offers a greater advantage than the lower chance mode.
[0237] As described above, in this embodiment, the mode to which the player transitions differs depending on whether the termination condition based on the specific miss counter is met in the first higher mode or in the first lower mode or second lower mode. If a minor win is achieved in the lower chance mode, the player transitions to the second lower mode or the third lower mode, and if a minor win is achieved in the higher chance mode, the player transitions to the first higher mode or the second higher mode. In other words, if the termination condition based on the specific miss counter is met in the first higher mode, the player transitions to a more advantageous mode (higher chance mode) than if the termination condition based on the specific miss counter is met in the first lower mode or the second lower mode. This makes it possible to suppress the risk of the player feeling disappointed.
[0238] As described above, according to the embodiment, a new gameplay that has never been seen before can be realized, and the enjoyment of the game can be increased.
[0239] In the lower chance mode and the higher chance mode, as described above, no value is set in the specific loss counter. In this embodiment, before the timing when the variation counter is decremented, it is determined whether or not a game state is set based on the specific loss symbol that is stopped and displayed. In other words, when a specific loss symbol is won in the lower chance mode and the higher chance mode, the specific loss symbol is treated as having been stopped and displayed during the time-saving game state, and as a result, a game state is not set based on the stopped display of the specific loss symbol. In other words, in the lower chance mode and the higher chance mode, the specific loss symbol is treated substantially the same as a normal loss symbol.
[0240] Next, the main processing of the main control board 300 as the game progresses in the gaming machine 100 will be described.
[0241] 20 is a diagram illustrating the gaming machine status flag. In the main control board 300, the gaming machine status flag is used to manage whether or not a game can be played. One of six flag values from 00H to 05H is set to the gaming machine status flag. A flag value of 00H indicates a playable state, and when the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is other than 00H, the game is stopped.
[0242] A flag value of 01H for the game machine status flag indicates a setting change state. When the game machine status flag is 01H, it becomes possible to change the registered setting value. A flag value of 02H for the game machine status flag indicates a setting confirmation state. When the game machine status flag is 02H, it becomes possible to confirm the registered setting value, for example, by displaying it on the performance display monitor 184. A flag value of 03H for the game machine status flag indicates a setting abnormality state. When the game machine status flag is 03H, the game is stopped because the registered setting value is abnormal. A flag value of 04H for the game machine status flag indicates a RAM abnormality state. When the game machine status flag is 04H, the game is stopped. A flag value of 05H for the game machine status flag indicates a checksum abnormality state. When the game machine status flag is 05H, the game is stopped. When the power is turned on, the game machine status flag is set to one of the flag values, and processing is performed according to the game machine status flag.
[0243] (CPU initialization process of main control board 300) Figure 20 is a first flowchart illustrating the CPU initialization process in the main control board 300, and Figure 21 is a second flowchart illustrating the CPU initialization process in the main control board 300.
[0244] 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).
[0245] (Step S100-1) When powered on, the main CPU 300a reads the boot program from the main ROM 300b as part of the initial setup process, and also performs the necessary configuration processes to execute various other operations.
[0246] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.
[0247] (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.
[0248] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. If it determines that the wait time has elapsed, it proceeds to step S100-9; if it determines that the wait time has not elapsed, it proceeds to step S100-5.
[0249] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.
[0250] (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.
[0251] (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.
[0252] (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.
[0253] (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.
[0254] (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.
[0255] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (settings confirmation state). In other words, when the middle frame 104 is open, the settings change switch 180s is on, and the RAM clear button is not pressed, and the power is turned on normally, the machine enters the settings confirmation state.
[0256] (Step S100-23) The main CPU 300a performs an initialization process to clear the area of the main RAM 300c that is to be cleared when power is restored, which is the area from the starting address set in step S100-15 above, and then proceeds to step S100-49.
[0257] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0258] (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.
[0259] (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.
[0260] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.
[0261] (Step S100-33) The main CPU 300a determines whether the read / write memory check in step S100-31 is normal. If it determines that it is normal, it proceeds to step S100-37; if it determines that it is not normal, it proceeds to step S100-35.
[0262] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and moves the process to step S100-45.
[0263] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. If it determines that 02H is set, it proceeds to step S100-39; if it determines that 02H is not set, it proceeds to step S100-41.
[0264] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.
[0265] (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.
[0266] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.
[0267] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.
[0268] (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.
[0269] (Step S100-49) The main CPU 300a performs the process of sending a payout command (RAM clear specification command) to the payout control board 310 to inform it that the main RAM 300c has been cleared (storing the RAM clear specification command in the transmit buffer).
[0270] (Step S100-51) The main CPU 300a loads the gaming machine status flag.
[0271] (Step S100-53) The main CPU 300a determines whether the game machine status flag loaded in step S100-51 is 00H (playable state). If it determines that it is 00H, it proceeds to step S110; otherwise, it proceeds to step S100-55.
[0272] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.
[0273] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .
[0274] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0275] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0276] (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.
[0277] (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.
[0278] (Step S100-65) The main CPU 300a performs processing to send subcommands stored in the transmit buffer to the sub-control board 330.
[0279] (Step S100-67) The main CPU 300a performs the processing required to enable interrupts.
[0280] (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.
[0281] Figure 22 is a flowchart illustrating the subcommand group set process (S110) on the main control board 300.
[0282] (Step S110-1) The main CPU 300a loads the flag values of the gaming machine status flags.
[0283] (Step S110-3) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .
[0284] (Step S110-5) The main CPU 300a performs a machine command setting process, which involves setting a machine command indicating the machine type information of the gaming machine 100 into the transmission buffer.
[0285] (Step S110-7) The main CPU 300a performs a setting value specification command setting process, which sets a setting value specification command indicating the registered setting value into the transmission buffer.
[0286] (Step S110-9) The main CPU 300a performs the Special Figure 1 Reserved Command Setting Process, which sets the Special Figure 1 Reserved Command, indicating the number of Special Figure 1 Reserved Commands, into the transmission buffer.
[0287] (Step S110-11) The main CPU 300a performs the Special Figure 2 Reserved Command Setting Process, which sets the Special Figure 2 Reserved Command, indicating the number of Special Figure 2 Reserved Commands, into the transmission buffer.
[0288] (Step S110-13) The main CPU 300a performs a count command setting process to set count commands indicating the values of the first small hit counter, the second small hit counter, the first specific miss counter, the second specific miss counter, the third specific miss counter, the fourth specific miss counter, and the variable count counter in a transmission buffer.
[0289] (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.
[0290] (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.
[0291] (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.
[0292] (Step S110-21) The main CPU 300a sets the customer waiting command in the send buffer and terminates the process of setting the subcommand group.
[0293] Next, we will explain the interrupt handling in the main control board 300. Here, we will explain the power outage saving process (XINT interrupt handling) and the timer interrupt handling.
[0294] (Power outage saving process for main control board 300 (XINT interrupt processing)) Figure 23 is a flowchart illustrating the power failure save process (XINT interrupt processing) in the main control board 300. The main CPU 300a monitors the power failure detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts the CPU initialization process to execute the power failure save process.
[0295] (Step S300-1) When a power failure warning signal is received, the main CPU 300a saves its registers.
[0296] (Step S300-3) The main CPU 300a checks for a power failure warning signal.
[0297] (Step S300-5) The main CPU 300a determines whether it has detected a power failure warning signal. If it determines that it has detected a power failure warning signal, it proceeds to step S300-11; if it determines that it has not detected a power failure warning signal, it proceeds to step S300-7.
[0298] (Step S300-7) The main CPU 300a restores the registers.
[0299] (Step S300-9) The main CPU 300a performs the process to enable interrupts and then terminates the power-out save process.
[0300] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0301] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.
[0302] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.
[0303] (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.
[0304] (Step S300-19) The main CPU 300a checks for a power failure warning signal.
[0305] (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.
[0306] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.
[0307] (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.
[0308] 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.
[0309] (Timer interrupt processing of main control board 300) 24 is a flowchart explaining the timer interrupt process in the main control board 300. The main control board 300 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (4 milliseconds in this embodiment, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs in the CPU initialization process (step S100), and the following timer interrupt process is executed.
[0310] (Step S400-1) The main CPU 300a saves the registers.
[0311] (Step S400-3) The main CPU 300a performs the processing required to enable interrupts.
[0312] (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.
[0313] (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.
[0314] (Step S400-9) The main CPU 300a loads the flag values of the gaming machine status flags.
[0315] (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.
[0316] (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.
[0317] (Step S450) The main CPU 300a executes the configuration-related processing and then moves the process to step S400-27. The configuration-related processing will be described later.
[0318] (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.
[0319] (Step S400-17) The main CPU 300a performs the same process as in step S100-61 above to update the initial value random number for the winning symbol random number.
[0320] (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.
[0321] Although a detailed explanation will be omitted, in this embodiment, the small win determination random number and the win determination random number use hardware random numbers updated by a hardware random number generator built into the main control board 300. The hardware random number generator updates both the small win determination random number and the win determination random number according to a set rule, automatically changing the random number sequence every time the random number sequence completes one cycle, and changing the start value every time the system is reset.
[0322] (Step S500) The main CPU 300a executes a switch management process to determine whether or not a signal has been input from the first start hole detection switch 120s, the second start hole detection switch 122s, the gate detection switch 124s, the first large prize hole detection switch 126s, the second large prize hole detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management process will be described later.
[0323] (Step S600) The main CPU 300a executes special game management processing to control the progress of the special game described above. Details of this special game management processing will be described later.
[0324] (Step S700) The main CPU 300a executes the normal game management process to control the progress of the normal gameplay described above. Details of this normal game management process will be described later.
[0325] (Step S400-21) The main CPU 300a performs error management processing to determine various errors and configure settings according to the error determination results.
[0326] (Step S400-23) The main CPU 300a checks the general prize opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, the first large prize opening detection switch 126s, and the second large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.
[0327] (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.
[0328] (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.
[0329] (Step S400-29) The main CPU 300a executes an LED display setting process that sets display data for controlling the lighting of various indicators (LEDs), such as the first special pattern indicator 160, the second special pattern indicator 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern indicator 168, the normal pattern reserved indicator 170, and the right-hit notification indicator 172, in an output buffer corresponding to each common.
[0330] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process to synthesize the solenoid output images of the normal electric role solenoid 122c, the first large prize opening solenoid 126c, the second large prize opening solenoid 128c and the movable member drive solenoid 142c and store them in an output port buffer.
[0331] (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.
[0332] (Step S400-35) The main CPU 300a performs processing to disable interrupts.
[0333] (Step S400-37) The main CPU 300a uses the unused area of the main RAM 300c to perform processing for calculating a base ratio to be displayed on the performance display monitor 184, and executes a performance display monitor control processing for setting common data for displaying the calculated base ratio on the performance display monitor 184 in a common output buffer. In the performance display monitor control processing, the base ratio is calculated for each predetermined period. Here, the performance display monitor 184 may alternate between displaying the base ratio for the current period and the base ratio for the previous period at predetermined time intervals. Furthermore, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation.
[0334] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.
[0335] FIG. 25 is a flowchart illustrating the setting-related processing (S450) described above.
[0336] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (setting change state). If it determines that it is 01H, the process moves to step S450-3; if it determines that it is not 01H, the process moves to step S450-15.
[0337] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a predetermined processing area.
[0338] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s has been pressed (whether a RAM clear operation signal has been input). As a result, if it is determined that the RAM clear switch 182s has been pressed, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s has not been pressed, the process proceeds to step S450-9.
[0339] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.
[0340] (Step S450-9) The main CPU 300a determines whether the setting value of the processing area is within a predetermined range (1 in this embodiment). If it is determined that the setting value is within the predetermined range, the process proceeds to step S450-13, and if it is determined that the setting value is not within the predetermined range, the process proceeds to step S450-11.
[0341] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.
[0342] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.
[0343] (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.
[0344] (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.
[0345] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 22. That is, when the setting-related process is executed, at the end of the process, the model command, the setting value designation command, the special chart 1 hold designation command, the special chart 2 hold designation command, the number of times command, the variable pattern selection state designation command, the special chart phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.
[0346] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.
[0347] As described above, according to the embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s 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. 20). After that, the timer interrupt process is executed, but since the gaming machine status flag is set to 01H (setting change status), all processes related to the progress of the game (steps S400-15 to S400-25 in Fig. 24) are stopped, and setting-related processes are executed.
[0348] 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.
[0349] 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.
[0350] Here, in the setting-related processing, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation of the registered setting value has finished, the sub-command group set processing transmits a setting value designation command corresponding to the registered setting value to the sub-control board 330. On the other hand, while the setting change operation is being accepted, the setting value designation command is not transmitted to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not transmitted, and when the acceptance of the setting change operation has finished and the state has shifted to one in which game progress can be made, the risk of the registered setting value being obtained fraudulently can be reduced.
[0351] In addition, in the embodiment, a plurality of flag values including at least 01H (setting change state) are switched. Then, when the gaming machine state flag is set to 01H (setting change state), setting-related processing becomes executable, and progress of the game is stopped. In this way, since setting-related processing is not executed while a game is in progress, a setting value designation command is not sent while a game is in progress, and the risk of the registered setting value being obtained fraudulently is reduced.
[0352] Next, we will explain in detail the switch management process in step S500, the special game management process in step S600, and the normal game management process in step S700, which are part of the timer interrupt processing described above.
[0353] FIG. 26 is a flowchart illustrating the switch management process (step S500) in the main control board 300.
[0354] (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.
[0355] (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.
[0356] (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.
[0357] (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.
[0358] (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.
[0359] (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.
[0360] (Step S500-7) The main CPU 300a determines whether the big prize hole detection switch is ON, that is, whether a game ball has entered the first big prize hole 126 and the second big prize hole 128 and a detection signal has been input from the first big prize hole detection switch 126s and the second big prize hole detection switch 128s. If it is determined that the big prize hole detection switch is ON, the process moves to step S500-9; if it is determined that the big prize hole detection switch is NOT ON, the process moves to step S500-11.
[0361] (Step S500-9) The main CPU 300a determines whether a major prize game or a minor prize game is currently in progress, and whether the game balls were properly entered into the first major prize slot 126 and the second major prize slot 128. If it determines that a major prize game or a minor prize game is not in progress, it executes a predetermined fraud detection process. If it determines that a major prize game or a minor prize game is in progress and that the game balls were properly entered into the first major prize slot 126 and the second major prize slot 128, it increments the major prize slot ball count counter by 1 and sets the major prize slot entry designation command in the transmission buffer.
[0362] (Step S500-11) The main CPU 300a determines whether the specific area detection switch is ON, that is, whether a game ball has entered the specific area 140b and a detection signal has been input from the specific area detection switch 140s. If it is determined that the specific area detection switch is ON, the process moves to step S540; if it is determined that the specific area detection switch is NOT ON, the process moves to step S500-13.
[0363] (Step S540) The main CPU 300a executes a specific area passing process based on the entry of the gaming ball into the specific area 140b, and ends the switch management process. The specific area passing process will be described in detail later.
[0364] (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.
[0365] (Step S500-15) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.
[0366] (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.
[0367] (Step S500-19) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.
[0368] FIG. 27 is a flowchart illustrating the gate passage process (step S510) in the main control board 300.
[0369] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generator.
[0370] (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.
[0371] (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.
[0372] (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.
[0373] (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.
[0374] (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.
[0375] FIG. 28 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300.
[0376] (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.
[0377] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.
[0378] (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.
[0379] FIG. 29 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300.
[0380] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0381] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.
[0382] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.
[0383] (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.
[0384] (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.
[0385] (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.
[0386] 30 is a flowchart explaining the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is executed using a common module in the first start port passing process (step S520) and the second start port passing process (step S530) described above.
[0387] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0388] (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.
[0389] (Step S535-5) The main CPU 300a loads the small win determination random number updated by the hardware random number generation unit.
[0390] (Step S535-7) The main CPU 300a determines whether the number of reserved balls for the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is determined that the number is equal to or greater than the upper limit, the process proceeds to step S535-23. If it is determined that the number is not equal to or greater than the upper limit, the process proceeds to step S535-9.
[0391] (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.
[0392] (Step S535-11) The main CPU 300a determines a target memory section among the eight memory sections of the special chart reservation memory area in which the acquired small win determination random number is to be saved.
[0393] (Step S535-13) The main CPU 300a obtains the small win determination random number loaded in step S535-5, the winning pattern random number updated in step S400-19, the reach group determination random number updated in step S100-69, the reach mode determination random number, and the variation pattern random number, and stores them in the target memory unit calculated in step S535-11.
[0394] (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.
[0395] (Step S535-17) The main CPU 300a executes an acquisition time effect determination process to perform a provisional big role lottery, provisional winning symbol determination, and provisional variable information determination based on the various random numbers stored in the target memory unit in step S535-13. In this acquisition time effect determination process, a pre-reading designation command indicating variable information to be determined when a newly stored reserved symbol is read out is transmitted to the sub-control board 330.
[0396] (Step S535-19) The main CPU 300a loads the counter values for the Special Symbol 1 Reserved Ball Counter and the Special Symbol 2 Reserved Ball Counter.
[0397] (Step S535-21) The main CPU 300a sets the special symbol reservation designation command in the transmission buffer based on the counter value loaded in step S535-19 above. Here, the special symbol 1 reservation designation command is set based on the counter value (special 1 reservation number) of the special symbol 1 reservation ball number counter, and the special symbol 2 reservation designation command is set based on the counter value (special 2 reservation number) of the special symbol 2 reservation ball number counter. As a result, each time a special symbol 1 reservation or special symbol 2 reservation is stored, the special symbol 1 reservation number and the special symbol 2 reservation number are transmitted to the sub-control board 330.
[0398] (Step S535-23) The main CPU 300a loads the normal game management phase.
[0399] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 and determines whether it is below the normal electric device winning opening control state described later. If it is determined that it is below the normal electric device winning opening control state, the process proceeds to step S535-27, and if it is determined that it is not below the normal electric device winning opening control state, the special symbol random number acquisition process is terminated.
[0400] (Step S535-27) The main CPU 300a determines whether or not an abnormal winning has occurred, and if it determines that an abnormal winning has occurred, executes a start port abnormal winning error process to perform a predetermined process, and terminates the special pattern random number acquisition process (step S535).
[0401] Figure 31 is a flowchart illustrating the process of passing through a specific region in step S540 described above.
[0402] (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.
[0403] As will be described in more detail later, this valid period flag is used to determine whether the entry of a game ball into the specific area 140b is considered valid, and in this embodiment, it is turned on at the start of a small win game (first round game).
[0404] (Step S540-3) In the above step S540-1, if it is determined that the valid period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag identifies that the gaming ball has already validly entered the specific area 140b. If it is determined that the specific area entry flag is on, the specific area passing process is terminated, and if it is determined that the specific area entry flag is not on, the process proceeds to step S540-5.
[0405] (Step S540-5) The main CPU 300a turns on the specific area entry flag.
[0406] (Step S540-7) The main CPU 300a sets a specific area entry command in the transmission buffer to notify the sub-control board 330 that the gaming ball has validly entered the specific area 140b, and ends the specific area passing process.
[0407] (Step S540-9) The main CPU 300a executes a predetermined error process.
[0408] (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.
[0409] 32 is a diagram illustrating the special game management phase. As already explained, in this embodiment, a special game triggered by a game ball entering the first start port 120 or the second start port 122 and a normal game triggered by a game ball passing through the gate 124 proceed simultaneously in parallel. The processing related to the special game is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such special game by the special game management phase.
[0410] 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, if the special game management phase is "00H", a module for executing the "special symbol variation waiting process" is called; if the special game management phase is "01H", a module for executing the "special symbol variation in progress process" is called; if the special game management phase is "02H", a module for executing the "special symbol stop symbol display process" is called; if the special game management phase is "03H" or "07H", a module for executing the "pre-opening process for the big prize slot" is called; if the special game management phase is "04H" or "08H", a module for executing the "big prize slot opening control process" is called; if the special game management phase is "05H" or "09H", a module for executing the "big prize slot closing valid process" is called; and if the special game management phase is "06H" or "0AH", a module for executing the "big prize slot closing wait process" is called.
[0411] FIG. 33 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0412] (Step S600-1) The main CPU 300a loads the special game management phase.
[0413] (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.
[0414] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.
[0415] (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.
[0416] 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".
[0417] (Step S610-1) The main CPU 300a determines whether the special 2 reservation has been newly stored. If the special 2 reservation has been newly stored, the process proceeds to step S610-7. If the special 2 reservation has not been newly stored, the process proceeds to step S610-3.
[0418] (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.
[0419] (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.
[0420] (Step S610-7) In step S610-1, if the main CPU 300a determines that a new Special 2 Reserve has been stored, it blocks the Special 2 Reserve to the 0th storage unit to be processed, which is located in the main RAM 300c. Also, in step S610-3, if it determines that the number of Special Symbol 1 Reserve balls is "1" or more, it transfers the Special 1 Reserves stored in the 2nd to 4th storage units of the 1st Special Symbol Reserve Storage Area to the 1st to 3rd storage units, and blocks the Special 1 Reserve stored in the 1st storage unit to the 0th storage unit. In this Special Symbol Storage Area shift processing, if the Reserve type transferred to the 0th storage unit is a Special 1 Reserve, the counter value of the target Special Symbol Reserve ball count counter is deducted by "1", and a Reserve Reduction Specification Command indicating that the Special 1 Reserve has been reduced by "1" is set in the transmission buffer.
[0421] (Step S610-9) The main CPU 300a loads the small win determination random number and reservation type transferred to the 0th memory unit, selects the corresponding small win determination random number judgment table, draws a big role lottery, and executes a special symbol win judgment process that stores the lottery result.
[0422] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbols. Here, if the result of the major prize lottery in step S610-9 is a minor win, the system loads the winning symbol random number and hold type transferred to the 0th memory unit, selects the corresponding winning symbol random number determination table, extracts the special symbol determination data, and saves the extracted special symbol determination data (type of minor win symbol). If the result of the major prize lottery in step S610-9 is a miss, the system saves the special symbol determination data for misses (type of miss symbol) corresponding to the hold type. Specifically, if the hold type is Special 1 hold, special symbol X is saved as the miss symbol, and if the hold type is Special 2 hold, special symbol Y is saved as the miss symbol. After saving the special symbol determination data in this way, the system sets the symbol type specification command corresponding to the special symbol determination data into the transmission buffer.
[0423] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-11. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will ultimately light up.
[0424] (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.
[0425] (Step S610-15) The main CPU 300a loads the fluctuation mode number and fluctuation pattern number determined in step S612, and refers to the fluctuation time determination table to determine fluctuation time 1 and fluctuation time 2. Then, the total time of the determined fluctuation times 1 and 2 is set in the special symbol fluctuation timer.
[0426] (Step S610-17) The main CPU 300a performs a spare area setting process for storing the type of small winning symbol (special symbol determination data) and the like in the spare area of the main RAM 300c.
[0427] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display symbol counter in order to start the variable display of special symbols in the first special symbol display device 160 or the second special symbol display device 162. A counter value is associated with each of the 7-segment segments constituting the first special symbol display device 160 and the second special symbol display device 162, and the segments corresponding to the counter value set in the special symbol display symbol counter are controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable display of the special symbol starts is set in the special symbol display symbol counter. Note that the special symbol display symbol counter is provided separately as a special symbol 1 display symbol counter corresponding to the first special symbol display device 160 and a special symbol 2 display symbol counter corresponding to the second special symbol display device 162, and here, a counter value is set in the counter corresponding to the hold type.
[0428] (Step S610-21) The main CPU 300a loads the counter values of the special symbol 1 reserved ball counter and the special symbol 2 reserved ball counter and sets a special symbol reserved command in the transmission buffer. Here, the special symbol 1 reserved command is set based on the counter value of the special symbol 1 reserved ball counter (special symbol 1 reserved number), and the special symbol 2 reserved command is set based on the counter value of the special symbol 2 reserved ball counter (special symbol 2 reserved number). Also, here, the special symbol winning order command corresponding to the winning order of the special symbol 1 reserved and special symbol 2 reserved stored in step S610-7 above is set in the transmission buffer. As a result, each time the special symbol 1 reserved or special symbol 2 reserved is consumed, the number of special symbol 1 reserved and special symbol 2 reserved, as well as the winning order of each reserved symbol, are transmitted to the sub-control board 330.
[0429] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.
[0430] FIG. 35 is a flowchart illustrating the special symbol variable number determination process in the main control board 300.
[0431] (Step S612-1) The main CPU 300a determines whether the result of the major prize draw in step S610-9 is a minor prize. If it determines that it is a minor prize, it proceeds to step S612-3; if it determines that it is not a minor prize (i.e., a loss), it proceeds to step S612-5.
[0432] (Step S612-3) The main CPU 300a sets a reach mode determination random number judgment table corresponding to the current game state, the type of small win symbol, the reserved type, and the variable state.
[0433] (Step S612-5) If the type of the read-out hold is Special 2 hold, the main CPU 300a checks the counter value of the Special Symbol 2 hold ball count counter, and if the type of the read-out hold is Special 1 hold, it checks the counter value of the Special Symbol 1 hold ball count counter.
[0434] (Step S612-7) The main CPU 300a sets the corresponding reach group determination random number judgment table based on the current game state, the reserved number and reserved type confirmed in the above step S612-5. Then, based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th storage unit in the above step S610-7, the reach group (group type) is determined.
[0435] (Step S612-9) The main CPU 300a sets a random number judgment table for determining a reach mode when losing, which corresponds to the group type determined in step S612-7.
[0436] (Step S612-11) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-3 or step S612-9 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Here, a variation pattern random number judgment table is determined together with the variation mode number.
[0437] (Step S612-13) The main CPU 300a sets the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-11 in the transmission buffer.
[0438] (Step S612-15) The main CPU 300a determines the variation pattern number based on the variation pattern random number determination table determined in step S612-11 and the variation pattern random number transferred to the 0th memory unit in step S610-7.
[0439] (Step S612-17) The main CPU 300a sets the variable pattern command corresponding to the variable pattern number determined in step S612-15 above into the transmission buffer, and terminates the special symbol variable number determination process.
[0440] Figure 36 is a flowchart illustrating the special symbol variation processing in the main control board 300. This special symbol variation processing is executed when the special game management phase is "01H".
[0441] (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.
[0442] (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.
[0443] (Step S620-5) The main CPU 300a performs a special symbol variation timer update process, which subtracts a predetermined value from the timer value of the special symbol variation timer set in step S610-15 above.
[0444] (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.
[0445] (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.
[0446] (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.
[0447] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display counter to be updated and terminates the special symbol variation process. As a result, each segment that makes up the 7-segment display lights up sequentially at predetermined time intervals.
[0448] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0449] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 above to the target special symbol display symbol counter. As a result, the determined special symbol is displayed as stopped on the first special symbol display unit 160 or the second special symbol display unit 162.
[0450] (Step S620-19) The main CPU 300a sets a special symbol stop command in the transmission buffer, indicating that a special symbol has been stopped and displayed on the first special symbol indicator 160 or the second special symbol indicator 162.
[0451] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for the special symbol to be displayed in a stopped state, to the special game timer and terminates the special symbol variation processing.
[0452] Figure 37 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0453] (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.
[0454] (Step S630-3) 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.
[0455] (Step S630-5) The main CPU 300a determines whether the current game state is a time-saving game state. If it is a time-saving game state, the process moves to step S631; otherwise, the process moves to step S630-9.
[0456] (Step S631) The main CPU 300a executes a number cutoff management process, which will be described later.
[0457] (Step S630-7) The main CPU 300a sets a count command in the transmission buffer to transmit the values of the first small hit counter, second small hit counter, first specific miss counter, second specific miss counter, third specific miss counter, fourth specific miss counter, and variable count counter updated in the count cut management process of step S631 above to the sub-control board 330.
[0458] (Step S630-9) The main CPU 300a checks the result of the big role lottery.
[0459] (Step S630-11) 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 S630-15. If it is determined not to be a small win, the process proceeds to step S630-13.
[0460] (Step S630-13) The main CPU 300a updates the special game management phase to "00H" and terminates the special symbol stop symbol display process. As a result, the special game management process based on hold 1 is terminated, and if special hold 1 or special hold 2 is stored, processing will be performed to start the display of the special symbol variation based on the next hold.
[0461] (Step S630-15) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.
[0462] (Step S630-17) The main CPU 300a performs the process of setting the maximum number of special electric mechanism operations. Specifically, it refers to the data set in step S630-15 above and sets a predetermined number (counter value corresponding to the type of special symbol = number of rounds) as the counter value in the special electric mechanism maximum operation counter. This special electric mechanism maximum operation counter indicates the number of rounds ("1") that can be executed in the upcoming small win game. Meanwhile, the main RAM 300c is equipped with a special electric mechanism continuous operation counter, and the current number of rounds is managed by adding "1" to the counter value of the special electric mechanism continuous operation counter at the start of each round game. At the start of the small win game, a process to reset the counter value of this special electric mechanism continuous operation counter (updating it to "0") is also executed.
[0463] (Step S630-19) The main CPU 300a refers to the data set in step S630-17 and saves a predetermined opening time as a timer value in the special game timer.
[0464] (Step S630-21) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of a small win game to the sub-control board 330. This opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in the above step S630-19 is set in the transmission buffer.
[0465] (Step S630-23) The main CPU 300a updates the special game management phase to "03H" and ends the special symbol stop symbol display process, thereby starting a small win game.
[0466] FIG. 38 is a flowchart illustrating the number of cutoff management process in the main control board 300.
[0467] (Step S631-1) The main CPU 300a determines whether the result of the big role lottery is a small win based on the special 2 reservation. If it is a small win based on the special 2 reservation, the process proceeds to step S631-3. If it is not a small win based on the special 2 reservation, the process proceeds to step S631-11.
[0468] (Step S631-3) The main CPU 300a determines whether the value of the first small win counter is equal to or greater than 1. As a result, if it is determined that the value of the first small win counter is equal to or greater than 1, the process proceeds to step S631-5, and if it is determined that the value of the first small win counter is not equal to or greater than 1, the process proceeds to step S631-11.
[0469] (Step S631-5) The main CPU 300a subtracts "1" from the first small win counter.
[0470] (Step S631-7) The main CPU 300a determines whether the value of the first small hit counter has changed from 1 to 0 as a result of the update in step S631-5 above. If it determines that the value has changed from 1 to 0, it proceeds to step S631-9; if it determines that the value has not changed from 1 to 0, it proceeds to step S631-11.
[0471] (Step S631-9) The main CPU 300a sets the game state to a non-time-saving game state. Here, the values of the first minor win counter, the second minor win counter, the first specific miss counter to the fourth specific miss counter, and the spin count counter are reset.
[0472] In the first lower mode, the second lower mode, and the lower chance mode, if a small win based on the special 2 reserve is won and the first small win counter is updated from 1 to 0 in the above step S631-5, the game state will be changed to a non-time-shortened game state in step S631-9. In this case, after the game state is changed to a non-time-shortened game state, the non-time-shortened game state will be stored in the reference game state in step S631-15 described later.
[0473] (Step S631-11) The main CPU 300a determines whether the result of the major role lottery is a specific miss. If it is a specific miss, the process moves to step S632; otherwise, the process moves to steps S631-13.
[0474] (Step S632) The main CPU 300a executes a specific loss counter management process, which will be described later.
[0475] (Step S631-13) The main CPU 300a determines whether the result of the big role lottery is a small win. If it is a small win, the process proceeds to step S631-15, and if it is not a small win, the process proceeds to step S631-17.
[0476] (Step S631-15) The main CPU 300a stores the current gaming state as a reference gaming state.
[0477] (Step S631-17) The main CPU 300a determines whether the result of the big role lottery is a specific miss. If it is a specific miss, the main CPU 300a proceeds to step S633, and if it is not a specific miss, the main CPU 300a proceeds to step S631-19.
[0478] (Step S631-19) The main CPU 300a determines whether the result of the big role lottery is a small win based on the special 2 reservation. If it is a small win based on the special 2 reservation, the process proceeds to step S631-21. If it is not a small win based on the special 2 reservation, the process proceeds to step S631-27.
[0479] (Step S631-21) The main CPU 300a determines whether the value of the second small win counter is equal to or greater than 1. As a result, if it is determined that the value of the second small win counter is equal to or greater than 1, the process proceeds to step S631-23, and if it is determined that the value of the second small win counter is not equal to or greater than 1, the process proceeds to step S631-27.
[0480] (Step S631-23) The main CPU 300a subtracts "1" from the second small win counter.
[0481] (Step S631-25) The main CPU 300a determines whether the value of the second small hit counter has changed from 1 to 0 as a result of the update in step S631-23. If it determines that the value has changed from 1 to 0, it proceeds to step S631-33; otherwise, it proceeds to step S631-27.
[0482] (Step S631-27) The main CPU 300a determines whether the value of the fluctuation count counter is 1 or greater. If it determines that the value of the fluctuation count counter is 1 or greater, it proceeds to step S631-29. If it determines that the value of the fluctuation count counter is not 1 or greater, it terminates the count management process.
[0483] (Step S631-29) The main CPU 300a subtracts "1" from the fluctuation number counter.
[0484] (Step S631-31) The main CPU 300a determines whether the value of the fluctuation count counter has changed from 1 to 0 as a result of the update in step S631-29 above. If it determines that the value has changed from 1 to 0, it proceeds to step S631-33. If it determines that the value has not changed from 1 to 0, it terminates the count management process.
[0485] (Steps S631-33) The main CPU 300a sets the game state to a non-time-saving game state. Here, the values of the first minor win counter, the second minor win counter, the first specific miss counter to the fourth specific miss counter, and the spin count counter are reset.
[0486] In the first higher mode and the second higher mode, if a small win based on the special 2 reservation is won and the second small win counter is updated from 1 to 0 in the above step S631-23, the game state will be changed to a non-time-shortened game state in step S631-27. In this case, in step S631-15, after the time-shortened game state is stored in the reference game state, the game state will be changed to a non-time-shortened game state.
[0487] In addition, in the higher chance mode, if a small win based on the special 2 reservation is won and the fluctuation count counter is updated from 1 to 0 in the above step S631-29, the game state will be changed to a non-time-shortened game state in step S631-27. In this case, in step S631-15, after the time-shortened game state is stored in the reference game state, the game state will be changed to a non-time-shortened game state.
[0488] Also, in the lower chance mode, if a small win based on the special 2 reserve is won, the game state is changed to a non-time-reduced game state in step S631-9, and then the non-time-reduced game state is stored in the reference game state in step S631-15.
[0489] Figure 39 is a flowchart illustrating the specific miss counter management process in the main control board 300.
[0490] (Step S632-1) The main CPU 300a determines whether the value of the first specific loss counter is equal to or greater than 1. As a result, if it is determined that the value of the first specific loss counter is equal to or greater than 1, the process proceeds to step S632-3, and if it is determined that the value of the first specific loss counter is not equal to or greater than 1, the process proceeds to step S632-9.
[0491] (Step S632-3) The main CPU 300a determines whether the special symbol Y1, which is a specific miss, is stopped and displayed. If the special symbol Y1 is stopped and displayed, the process proceeds to step S632-5. If the special symbol Y1 is not stopped and displayed, the process proceeds to step S632-9.
[0492] (Step S632-5) The main CPU 300a subtracts "1" from the first specific loss counter.
[0493] (Step S632-7) As a result of updating in step S632-5, the main CPU 300a determines whether the value of the first specific loss counter has changed from 1 to 0. If it is determined that the value has changed from 1 to 0, the main CPU 300a proceeds to step S632-33, and if it is determined that the value has not changed from 1 to 0, the main CPU 300a proceeds to step S632-9.
[0494] (Step S632-9) The main CPU 300a determines whether the value of the second specific loss counter is equal to or greater than 1. As a result, if it is determined that the value of the second specific loss counter is equal to or greater than 1, the process proceeds to step S632-11, and if it is determined that the value of the second specific loss counter is not equal to or greater than 1, the process proceeds to step S632-17.
[0495] (Step S632-11) The main CPU 300a determines whether the special symbol Y1 or Y2, which is a specific miss, is stopped and displayed. If the special symbol Y1 or Y2 is stopped and displayed, the process proceeds to step S632-13. If the special symbol Y1 or Y2 is not stopped and displayed, the process proceeds to step S632-17.
[0496] (Step S632-13) The main CPU 300a subtracts "1" from the second specific loss counter.
[0497] (Step S632-15) As a result of updating in step S632-13, the main CPU 300a determines whether the value of the second specific loss counter has changed from 1 to 0. If it is determined that the value has changed from 1 to 0, the main CPU 300a proceeds to step S632-33, and if it is determined that the value has not changed from 1 to 0, the main CPU 300a proceeds to step S632-17.
[0498] (Step S632-17) The main CPU 300a determines whether the value of the third specific loss counter is equal to or greater than 1. As a result, if it is determined that the value of the third specific loss counter is equal to or greater than 1, the process proceeds to step S632-19, and if it is determined that the value of the third specific loss counter is not equal to or greater than 1, the process proceeds to step S632-25.
[0499] (Step S632-19) The main CPU 300a determines whether the special symbol Y3, which is a specific miss, is stopped and displayed. If the special symbol Y3 is stopped and displayed, the process proceeds to step S632-21. If the special symbol Y3 is not stopped and displayed, the process proceeds to step S632-25.
[0500] (Step S632-21) The main CPU 300a decrements the third specific miss counter by "1".
[0501] (Step S632-23) As a result of updating in step S632-21, the main CPU 300a determines whether the value of the third specific loss counter has changed from 1 to 0. If it is determined that the value has changed from 1 to 0, the main CPU 300a proceeds to step S632-33, and if it is determined that the value has not changed from 1 to 0, the main CPU 300a proceeds to step S632-25.
[0502] (Step S632-25) The main CPU 300a determines whether the value of the fourth specific loss counter is equal to or greater than 1. As a result, if it is determined that the value of the fourth specific loss counter is equal to or greater than 1, the process proceeds to step S632-27, and if it is determined that the value of the fourth specific loss counter is not equal to or greater than 1, the specific loss counter management process is terminated.
[0503] (Step S632-27) The main CPU 300a determines whether the special symbol Y4, which is a specific loss, is stopped and displayed. If the special symbol Y4 is stopped and displayed, the process proceeds to step S632-29. If the special symbol Y4 is not stopped and displayed, the specific loss counter management process is terminated.
[0504] (Step S632-29) The main CPU 300a decrements the fourth specific miss counter by "1".
[0505] (Step S632-31) As a result of updating in step S632-29, the main CPU 300a determines whether the value of the fourth specific loss counter has changed from 1 to 0. If it is determined that the value has changed from 1 to 0, the main CPU 300a proceeds to step S632-33, and if it is determined that the value has not changed from 1 to 0, the main CPU 300a ends the specific loss counter management process.
[0506] (Step S632-33) The main CPU 300a sets the game state to a non-time-saving game state. Here, the values of the first minor win counter, the second minor win counter, the first specific miss counter to the fourth specific miss counter, and the spin count counter are reset.
[0507] Furthermore, in the first lower mode, second lower mode, third lower mode, and first upper mode, if a specific miss is won based on special 2 hold, and the specific miss counter is updated from 1 to 0 in step S632-5, step S632-13, step S632-21, or step S632-29, the game state will be changed to a non-time-saving game state in step S632-33. In this case, after the game state is changed to a non-time-saving game state, the specific miss symbol stop processing (S633) described later will be executed, and the game state will be set to a time-saving game state based on the stop display of the specific miss symbol.
[0508] Furthermore, if a specific losing symbol is displayed when the symbols stop in either the higher chance mode or the lower chance mode, the game state will be changed to a non-time-saving game state in steps S631-33, which are executed after the processing when the specific losing symbol stops (S633). Therefore, when the processing when the specific losing symbol stops (S633) is executed, the game state is still in the time-saving game state. Consequently, in this case, the processing when the specific losing symbol stops (S633) will not set the game state to the time-saving game state based on the display of the specific losing symbol.
[0509] FIG. 40 is a flowchart illustrating the processing performed by the main control board 300 when a specific losing symbol stops.
[0510] (Step S633-1) The main CPU 300a determines whether the current gaming state is a non-time-shortening gaming state. If the current gaming state is a non-time-shortening gaming state, the process proceeds to step S632-3. If the current gaming state is not a non-time-shortening gaming state, the process when the specific losing symbol stops is terminated.
[0511] (Step S633-3) The main CPU 300a determines whether the special symbol Y1 or Y2, which is a specific miss, is displayed in a stopped state. If the special symbol Y1 or Y2 is displayed in a stopped state, the main CPU 300a proceeds to step S632-5. If the special symbol Y1 or Y2 is not displayed in a stopped state, the main CPU 300a proceeds to step S633-11.
[0512] (Step S633-5) The main CPU 300a sets the gaming state to the lower chance mode, which is a time-shortening gaming state, based on the gaming state setting table shown in FIG.
[0513] (Step S633-7) The main CPU 300a sets the first small win counter to 1 as the termination condition based on the termination condition setting table shown in FIG.
[0514] (Step S633-9) The main CPU 300a sets the fluctuation number counter to 1 as the termination condition based on the termination condition setting table shown in FIG. 15, and moves the process to step S633-9.
[0515] (Step S633-11) The main CPU 300a determines whether the special symbol Y3, which is a specific miss, is stopped and displayed. If the special symbol Y3 is stopped and displayed, the process proceeds to step S632-13. If the special symbol Y3 is not stopped and displayed, the process proceeds to step S633-19.
[0516] (Step S633-13) The main CPU 300a sets the gaming state to the second lower B mode, which is a time-shortening gaming state, based on the gaming state setting table shown in FIG.
[0517] (Step S633-15) The main CPU 300a sets the first small win counter to 3 as the termination condition based on the termination condition setting table shown in FIG.
[0518] (Step S633-17) The main CPU 300a sets the second specific loss counter to 5 as the termination condition based on the termination condition setting table shown in FIG. 15, and moves the process to step S633-9.
[0519] (Step S633-19) The main CPU 300a determines whether the special symbol Y4, which is a specific loss, is stopped and displayed. If the special symbol Y4 is stopped and displayed, the process proceeds to step S632-21. If the special symbol Y4 is not stopped and displayed, the process for the specific loss symbol is terminated.
[0520] (Step S633-21) The main CPU 300a sets the gaming state to the higher chance mode, which is a time-shortening gaming state, based on the gaming state setting table shown in FIG.
[0521] (Step S633-23) The main CPU 300a sets the fluctuation number counter to 1 as the termination condition based on the termination condition setting table shown in FIG.
[0522] (Step S633-25) The main CPU 300a sets a game state change specification command, which indicates the game state when a special symbol stops, into the transmission buffer and terminates the processing for when a specific losing symbol stops. If the game state is changed based on the specific losing symbol that was displayed during the processing for when a specific losing symbol stops, a game state change specification command is sent to the sub-control board 330.
[0523] 41 is a flowchart illustrating the process before the opening of the special prize opening in the main control board 300. This process before the opening of the special prize opening is executed when the special game management phase is "03H" or "07H".
[0524] (Step S640-1) The main CPU 300a determines whether the timer value of the special game timer is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the pre-processing for opening the big prize slot. If it determines that the timer value of the special game timer is "0", it proceeds to step S640-3.
[0525] (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.
[0526] (Step S640-5) The main CPU 300a sets a command to specify the opening of the large prize slots in the transmission buffer to transmit to the sub-control board 330 that the first large prize slot 126 and the second large prize slot 128 have started to open (the start of the round game).
[0527] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.
[0528] (Step S640-7) The main CPU 300a determines whether the special game management phase is 03H, that is, whether a minor win game is in progress. If it determines that the special game management phase is 03H, it proceeds to step S640-9; if it determines that the special game management phase is not 03H, it proceeds to step S640-13.
[0529] (Step S640-9) The main CPU 300a determines whether it is the start of the first round of play based on the counter value of the special electric accessory continuous operation counter. If it is determined that it is the start of the first round of play, the process proceeds to step S640-11. If it is determined that it is not the start of the first round of play, the process proceeds to step S640-13.
[0530] (Step S640-11) The main CPU 300a turns on the valid period flag, which enables the entry of the gaming ball into the specific area 140b upon the start of the small win game.
[0531] (Step S640-13) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H"), and ends the pre-opening process for the big prize opening.
[0532] FIG. 42 is a flowchart illustrating the process of switching the opening and closing of the big prize opening in the main control board 300.
[0533] (Step S641-1) The main CPU 300a determines whether the counter value of the special electric mechanism opening / closing switch count counter is the upper limit of the number of times the special electric mechanism is opened and closed (the number of times the first large prize opening 126 and the second large prize opening 128 are opened and closed during one round of gameplay). If it is determined that the counter value is the upper limit, the process of opening and closing the large prize openings is terminated. If it is determined that the counter value is not the upper limit, the process moves to step S641-3.
[0534] (Step S641-3) The main CPU 300a refers to the data in the special electric mechanism operation ramset table and extracts solenoid control data for controlling the energization of the first large prize slot solenoid 126c or the second large prize slot solenoid 128c, as well as timer data which is the energization time or de-energization time of the first large prize slot solenoid 126c or the second large prize slot solenoid 128c, based on the counter value of the special electric mechanism opening / closing switch counter.
[0535] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a executes a large prize solenoid energization control process to either start energizing the first large prize solenoid 126c or the second large prize solenoid 128c, or to stop energizing the first large prize solenoid 126c or the second large prize solenoid 128c. This execution of the large prize solenoid energization control process results in the start or stop of energizing the first large prize solenoid 126c or the second large prize solenoid 128c being controlled in steps S400-31 and S400-33 above.
[0536] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 above to the special game timer. The timer value saved to the special game timer here is the maximum opening time for the first and second large prize winning slots 126 and 128 in one go.
[0537] (Step S641-9) The main CPU 300a determines whether the first large prize slot solenoid 126c or the second large prize slot solenoid 128c is in the power-on state, that is, whether the control process to start powering the first large prize slot solenoid 126c or the second large prize slot solenoid 128c was performed in step S641-5 above. If it is determined that the power-on state has been started, the process moves to step S641-11; if it is determined that the power-on state has not been started, the large prize slot opening / closing switching process is terminated.
[0538] (Step S641-11) The main CPU 300a updates the counter value of the special electric mechanism opening / closing count counter to the current counter value plus "1", and then terminates the process of opening / closing the large prize slot.
[0539] Figure 43 is a flowchart illustrating the control process for opening the main prize slot on the main control board 300. This control process is executed when the special game management phase is "04H" or "08H".
[0540] (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.
[0541] (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.
[0542] (Step S641) In step S650-3 above, if the counter value of the special electric mechanism opening / closing switch count counter is determined not to be the upper limit of the number of times the special electric mechanism can be opened / closed, the main CPU 300a executes the process in step S641 above.
[0543] (Step S650-5) The main CPU 300a determines whether the counter value of the special prize opening ball count counter updated in step S500-9 has reached a specified number, i.e., whether the same number of game balls as the maximum number of wins in one round have entered the first special prize opening 126 or the second special prize opening 128. If it is determined that the specified number has not been reached, the main CPU 300a terminates the special prize opening opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0544] (Step S650-7) The main CPU 300a stops the energization of the first major prize opening solenoid 126c and the second major prize opening solenoid 128c and executes the major prize opening closing process required to close the first major prize opening 126 and the second major prize opening 128. As a result, the first major prize opening 126 and the second major prize opening 128 are closed.
[0545] (Step S650-9) The main CPU 300a saves the effective closing time (interval time) for the big prize slot to the special game timer.
[0546] (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").
[0547] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command indicating that the first special prize opening 126 and the second special prize opening 128 have been closed in the transmission buffer, and ends the special prize opening opening control process.
[0548] 44 is a flowchart illustrating the special prize opening closure validity process in the main control board 300. This special prize opening closure validity process is executed when the special game management phase is "05H" or "09H".
[0549] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the process of activating the closing of the big prize slot. If it determines that the timer value of the special game timer is "0", it proceeds to step S660-3.
[0550] (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.
[0551] (Step S660-5) The main CPU 300a updates the special game management phase to "07H". Note that if the special game management phase is "05H", that is, during control of the small win game, the number of rounds of the small win game is "1", so the determination in step S660-3 above is YES, and the process does not proceed to this step.
[0552] (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.
[0553] (Step S660-9) The main CPU 300a determines whether the special game management phase is 05H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 05H, the process proceeds to step S660-11. If it is determined that the special game management phase is not 05H, the process proceeds to step S660-21.
[0554] (Step S660-11) The main CPU 300a determines whether all of the gaming balls that entered the second large prize opening 128 have been dispensed. Here, it is determined that dispensing has been completed when the value obtained by subtracting the total number of gaming balls that entered the specific area 140b and the non-specific area 140c from the number of gaming balls that entered the second large prize opening 128 becomes 0. If it is determined that dispensing has been completed, the process proceeds to step S660-13, and if it is determined that dispensing has not been completed, the large prize opening closure validating process is terminated. Note that if the determination result that dispensing has not been completed is continuously derived over a certain period of time, error processing is performed.
[0555] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is turned on. If it determines that the specific area entry flag is turned on, the process moves to step S660-15; if it determines that the specific area entry flag is not turned on, the process moves to step S660-21.
[0556] (Step S660-15) The main CPU 300a turns off the specific area entry flag.
[0557] (Step S660-17) The main CPU 300a checks the type of minor winning symbol and sets a predetermined number as the counter value (the counter value corresponding to the type of special symbol = the number of rounds minus 1, i.e., the number of rounds played in a major winning game) in the special electric mechanism maximum operation count counter.
[0558] (Step S660-19) The main CPU 300a sets 07H in the special game management phase and ends the big prize opening closure validity processing.
[0559] (Step S660-21) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.
[0560] (Step S660-23) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0561] (Step S660-25) The main CPU 300a sets an ending specification command, indicating the start of the ending, into the transmission buffer and terminates the process of activating the closing of the grand prize jackpot.
[0562] 45 is a flowchart illustrating the special prize opening end wait process in the main control board 300. This special prize opening end wait process is executed when the special game management phase is "06H" or "0AH".
[0563] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-7 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the big prize entry end wait process. If it determines that the timer value of the special game timer is "0", it proceeds to step S670-3.
[0564] (Step S670-3) The main CPU 300a loads the game state stored as the reference game state.
[0565] (Step S670-5) The main CPU 300a executes a state setting process to set the game state after the completion of a major game, which is performed based on the fact that a game ball entered a specific area 140b during a minor win game. Specifically, the main CPU 300a sets the game state after the completion of a major game and the termination conditions based on the reference game state information and the type of minor win symbol loaded in step S670-3 above, by referring to the game state setting table shown in Figure 14 and the termination condition setting table shown in Figure 15.
[0566] In addition, if the game ball does not enter the specific area 140b in the small win game, that is, if the special game management phase is "06H", the game state is not set in step S670-5.
[0567] Also, here, a process is performed to set the variable state after the end of the big win game based on the small win symbol that triggered the execution of the small win game and the currently set setting value.
[0568] (Step S670-7) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state and the variable state that are set after the big win game ends.
[0569] (Step S670-9) The main CPU 300a sets the number-designation command corresponding to the values of the first small hit counter, second small hit counter, first specific miss counter, second specific miss counter, third specific miss counter, fourth specific miss counter, and variable number counter saved in the above step S670-5 in the transmission buffer.
[0570] (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.
[0571] 46 is a diagram illustrating the normal game management phase. As already explained, in the embodiment, the processing related to the normal game triggered by the passage of the game ball through the gate 124 is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such normal game by the normal game management phase.
[0572] As shown in Figure 46, the main ROM 300b stores multiple normal game control modules for executing and controlling normal gameplay, and each of these normal game control modules is associated with a normal game management phase. Specifically, if the normal game management phase is "00H", a module for executing the "normal symbol variation waiting process" is called; if the normal game management phase is "01H", a module for executing the "normal symbol variation in progress process" is called; if the normal game management phase is "02H", a module for executing the "normal symbol stop symbol display process" is called; if the normal game management phase is "03H", a module for executing the "normal electric prize entry opening pre-processing" is called; if the normal game management phase is "04H", a module for executing the "normal electric prize entry opening control process" is called; if the normal game management phase is "05H", a module for executing the "normal electric prize entry closing effective process" is called; and if the normal game management phase is "06H", a module for executing the "normal electric prize entry closing wait process" is called.
[0573] FIG. 47 is a flowchart illustrating the normal game management process (step S700) in the main control board 300.
[0574] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0575] (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.
[0576] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.
[0577] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.
[0578] 48 is a flowchart illustrating the normal symbol change waiting process in the main control board 300. This normal symbol change waiting process is executed when the normal game management phase is "00H".
[0579] (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.
[0580] (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.
[0581] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th memory unit, selects a winning determination random number judgment table corresponding to the current game state, performs a regular symbol lottery, and executes a regular symbol winning determination process that stores the lottery results.
[0582] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S710-5. In this embodiment, the normal symbol display 168 is composed of one LED lamp, and in the case of a win, the normal symbol display 168 is turned on, and in the case of a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether or not the normal symbol display 168 is ultimately turned on. For example, in the case of a win, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.
[0583] (Step S710-9) The main CPU 300a checks the current game state and selects and sets the corresponding regular symbol variation time data table.
[0584] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning random number transferred to the 0th memory unit in step S710-3 and the normal symbol variation time data table set in step S710-9.
[0585] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above to the normal game timer.
[0586] (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.
[0587] (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.
[0588] (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.
[0589] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0590] 49 is a flowchart for explaining the normal symbol variation process in the main control board 300. This normal symbol variation process is executed when the normal game management phase is "01H".
[0591] (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.
[0592] (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.
[0593] (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.
[0594] (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.
[0595] (Step S720-9) The main CPU 300a saves the regular symbol stop symbol number (counter value) determined in step S710-7 above to the regular symbol display symbol counter. As a result, the regular symbol display unit 168 is ultimately controlled to light up or turn off, and the result of the regular symbol lottery is announced.
[0596] (Step S720-11) The main CPU 300a sets the normal symbol change stop time, which is the time it takes for the normal symbols to stop displaying, to the normal game timer.
[0597] (Step S720-13) The main CPU 300a sets a normal symbol stop command in the transmit buffer, indicating that the normal symbol stop display has started.
[0598] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and terminates the processing during the normal symbol variation.
[0599] 50 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0600] (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.
[0601] (Step S730-3) The main CPU 300a checks the result of the regular lottery.
[0602] (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.
[0603] (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.
[0604] (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.
[0605] (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.
[0606] 51 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".
[0607] (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.
[0608] (Step S741) The main CPU 300a executes the process of switching the opening and closing of the standard electric prize entry slot. This process of switching the opening and closing of the standard electric prize entry slot will be described later.
[0609] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and terminates the pre-processing for opening the normal electric prize entry point.
[0610] Figure 52 is a flowchart illustrating the process of switching the opening and closing of the normal electric prize entry slot in the main control board 300.
[0611] (Step S741-1) The main CPU 300a determines whether the counter value of the normal electric mechanism opening / closing count counter is the upper limit of the normal electric mechanism opening / closing count (the number of times the movable piece 122b opens and closes during one opening / closing control). If it determines that the counter value is the upper limit, the normal electric mechanism prize entry opening / closing switching process is terminated. If it determines that the counter value is not the upper limit, the process moves to step S741-3.
[0612] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (power supply control data or power supply deactivation control data) for controlling the power supply of the ordinary electric mechanism solenoid 122c, and timer data which is the power supply time (solenoid power supply time) or power supply deactivation time (ordinary power closing effective time = pause time) of the ordinary electric mechanism solenoid 122c, based on the counter value of the ordinary electric mechanism opening / closing switch count counter.
[0613] (Step S741-5) Based on the solenoid control data extracted in step S741-3 above, the main CPU 300a executes a solenoid power supply control process to either start or stop the power supply to the solenoid 122c. This solenoid power supply control process allows for the start or stop of power supply to the solenoid 122c in steps S400-31 and S400-33.
[0614] (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.
[0615] (Step S741-9) The main CPU 300a determines whether the standard electric prize solenoid 122c is in the power-on state, that is, whether the control process to start powering the standard electric prize solenoid 122c was performed in step S741-5 above. If it is determined that the power-on state is in place, the process moves to step S741-11; if it is determined that the power-on state is not in place, the standard electric prize entry opening opening / closing switching process is terminated.
[0616] (Step S741-11) The main CPU 300a updates the counter value of the normal electric mechanism opening / closing count counter to the current counter value plus "1".
[0617] Figure 53 is a flowchart illustrating the control process for opening the normal electric prize winning slot on the main control board 300. This control process is executed when the normal game management phase is "04H".
[0618] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is not "0". If it determines that the timer value of the normal game timer is not "0", it proceeds to step S750-5. If it determines that the timer value of the normal game timer is "0", it proceeds to step S750-3.
[0619] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric mechanism opening / closing switch count counter is the upper limit of the normal electric mechanism opening / closing switch count. If it determines that the counter value is the upper limit, the process moves to step S750-7; if it determines that the counter value is not the upper limit, the process moves to step S741.
[0620] (Step S741) In step S750-3 above, if the counter value of the normal electric mechanism opening / closing count counter is determined not to be the upper limit of the normal electric mechanism opening / closing count, the main CPU 300a executes the process of step S741 above.
[0621] (Step S750-5) The main CPU 300a determines whether the counter value of the ordinary electric prize ball entry counter, which was 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 prize balls that can be entered during one opening and closing control have entered the second start opening 122. If it determines that the specified number has not been reached, the ordinary electric prize entry opening control process is terminated, and if it determines that the specified number has been reached, the process moves to step S750-7.
[0622] (Step S750-7) The main CPU 300a executes the necessary process to close the second start port 122 by stopping the power supply to the ordinary electric mechanism solenoid 122c. As a result, the second start port 122 is closed.
[0623] (Step S750-9) The main CPU 300a saves the normal power-on state time to the normal game timer.
[0624] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and terminates the normal electric prize entry opening control process.
[0625] Figure 54 is a flowchart illustrating the process for activating the closing of the normal electric prize entry slot in the main control board 300. This process for activating the closing of the normal electric prize entry slot is executed when the normal game management phase is "05H".
[0626] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the normal electric prize entry opening closing process. If it determines that the timer value of the normal game timer is "0", it proceeds to step S760-3.
[0627] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.
[0628] (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.
[0629] 55 is a flowchart explaining the normal electric device winning port end wait processing in the main control board 300. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".
[0630] (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.
[0631] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the normal electric accessory winning port end wait process. As a result, if a normal symbol reservation is stored, the variable display of the normal symbol will be resumed.
[0632] As described above, the main control board 300 executes various processes, whereby the special game and the normal game progress, and the gameplay shown in FIG. 18 is realized.
[0633] Next, an example of the effects executed during the above-mentioned game when the time-shortened game mode is set will be described. FIG. 56 is a diagram illustrating an example of the effects in the first lower mode, the second lower mode, the third lower mode, the first upper mode, and the second upper mode. In the first lower mode, the second lower mode, the third lower mode, the first upper mode, and the second upper mode, a battle effect in which an ally character and an opponent character battle is executed in the main effect display section 200a. Specifically, as shown in FIG. 56(a), an image of the ally character and an image showing the numerical value of the ally character's remaining vitality (here, "5") are displayed on the left side of the main effect display section 200a. Also, an image of the opponent character and an image showing the numerical value of the opponent character's remaining vitality (here, "5") are displayed on the right side of the main effect display section 200a.
[0634] In the first lower mode, the counter value of the first small hit counter is displayed as the numerical value of the remaining vitality of the ally character, and the counter value of the first specific miss counter is displayed as the numerical value of the remaining vitality of the opponent character. In the second lower mode, the counter value of the first small hit counter is displayed as the numerical value of the remaining vitality of the ally character, and the counter value of the second specific miss counter is displayed as the numerical value of the remaining vitality of the opponent character. In the third lower mode, the counter value of the second small hit counter is displayed as the numerical value of the remaining vitality of the ally character, and the counter value of the third specific miss counter is displayed as the numerical value of the remaining vitality of the opponent character. In the first higher mode, the counter value of the second small hit counter is displayed as the numerical value of the remaining vitality of the ally character, and the counter value of the fourth specific miss counter is displayed as the numerical value of the remaining vitality of the opponent character.
[0635] If the result of the lottery based on the special 2 reservation is a small win, an attack performance is finally executed in which the remaining vitality of the opponent character is subtracted in the variable performance based on the special 2 reservation.
[0636] On the other hand, if the lottery result based on Special 2 Reserve is a specific miss, and the value of the specific miss counter is reduced, then in the variation performance based on the said Special 2 Reserve, a hit animation will be executed in which the remaining health of the ally character is ultimately reduced. Specifically, the hit animation will be executed in the first lower mode when special symbol Y1 is won, in the second lower mode when special symbols Y1 and Y2 are won, in the third lower mode when special symbol Y3 is won, and in the first upper mode when special symbol Y4 is won. Note that in the second upper mode, the termination condition based on the specific miss counter is never met, so the hit animation will not be executed.
[0637] Then, in the first lower mode, second lower mode, third lower mode, first upper mode, and second upper mode, if the termination condition is met based on the minor win counter, that is, if the opponent character's remaining health value becomes 0 in the battle sequence, the victory sequence shown in Figure 56(b) will be executed.
[0638] On the other hand, if the termination condition is met based on a specific failure counter, that is, if the remaining stamina value of the ally character finally becomes 0 in the battle performance, the defeat performance shown in Figure 56 (c) is executed.
[0639] In this embodiment, values are set for the minor win counter and the specific miss counter, which correspond to the first to third lower modes, the first upper mode, and the second upper mode, respectively. In each mode, if the minor win counter value changes from 1 to 0 before the specific miss counter value changes from 1 to 0, a minor win game and a major win game are executed, allowing the player to win prize balls. After the major win game, it becomes possible to transition to a mode with a higher degree of advantage than the current mode. In this way, by gradually increasing the degree of advantage of the modes, it is possible to increase the player's motivation to play in order to reach a mode with a higher degree of advantage.
[0640] Furthermore, in each mode, if the value of the specific loss counter changes from 1 to 0 before the value of the small win counter changes from 1 to 0, the mode will transition to a mode with a lower degree of advantage than the current mode (lower chance mode, higher chance mode, second lower mode). In this case, the higher the degree of advantage of the mode before the transition, the more likely it is that the mode after the transition will transition to a mode with a relatively higher degree of advantage, so it is possible to prevent the player from becoming discouraged and losing motivation to play.
[0641] Also, as described above, the battle performance indicates the number of times set in each counter. In other words, the value of the remaining vitality of the opponent character in the battle performance can be said to visualize the remaining number of small wins required until the player can win prize balls after the small win game and the big win game are executed, in the form of the value of the opponent character's vitality. Also, for example, the value set in the small win counter, i.e., the display of the opponent character's remaining vitality, can be said to indicate the expected degree of advantage until the mode changes to one with a higher advantage than the current mode.
[0642] In addition, the remaining stamina value of an ally character in a battle performance can be said to visualize the remaining number of wins of a specific miss corresponding to the current mode until the mode shifts to an unfavorable mode in the form of the ally character's stamina value. Also, for example, the value set in the specific miss counter, i.e., the display of the ally character's remaining stamina, can be said to suggest the degree of danger until the mode shifts to an unfavorable mode.
[0643] 57A and 57B are diagrams illustrating examples of effects in the lower chance mode and the higher chance mode. In the lower chance mode and the higher chance mode, as shown in FIG. 57A, an operation request effect is executed in the main effect display section 200a to prompt the player to operate the effect button 208.
[0644] If the result of the lottery based on the special 2 reservation is a small win, then as a result of the operation request presentation, a congratulatory presentation is finally executed, as shown in Figure 57(b), indicating that the result of the lottery based on the special 2 reservation is a small win.
[0645] In addition, if the result of the lottery based on the special 2 reservation is other than a small win, that is, a specific miss or a normal miss, as a result of the operation request performance, finally, as shown in Figure 57 (c), an end performance is executed that suggests that the result of the lottery based on the special 2 reservation is a miss (a specific miss or a normal miss). Next, the processing in the sub-control board 330 for executing the above performance will be described.
[0646] (Sub-CPU initialization process of the sub-control board 330) Figure 58 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330.
[0647] (Step S1000-1) When power is turned on, the sub-CPU 330a reads a CPU initialization processing program from the sub-ROM 330b, and initializes and sets flags and the like stored in the sub-RAM 330c.
[0648] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each effect random number, and thereafter repeats the process of step S1000-3 until an interrupt process is performed. Note that multiple types of effect random numbers are provided, and here, each effect random number is updated asynchronously.
[0649] (Sub-timer interrupt processing on sub-control board 330) 59 is a flowchart explaining the sub-timer interrupt processing (S1100) of the sub-control board 330. The sub-control board 330 is provided with a reset clock pulse generating circuit (not shown) that generates clock pulses at a predetermined cycle (30 times per second). When this reset clock pulse generating circuit generates clock pulses, the sub-CPU 330a reads a timer interrupt processing program and starts the sub-timer interrupt processing.
[0650] (Step S1100-1) The sub CPU 330a saves the register.
[0651] (Step S1100-3) The sub CPU 330a performs processing to permit an interrupt.
[0652] (Step S1100-5) The sub-CPU 330a performs update processing of various timer counters used in the sub-control board 330. Here, unless otherwise specified, the various timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 is performed, and the decrementing stops when the counter reaches 0.
[0653] (Step S1200) The sub-CPU 330a analyzes the commands stored in the receive buffer of the sub-RAM 330c and performs various processes according to the received commands. When a command is transmitted from the main control board 300, the sub-control board 330 performs a command reception interrupt process, and the command transmitted from the main control board 300 is stored in the receive buffer. Here, the command stored in the receive buffer is analyzed by the command reception interrupt process.
[0654] (Step S1100-7) Sub-CPU 330a performs time schedule management processing by referring to the timetable and executing the corresponding processing stored in the timetable. Here, based on the time data set in the timetable, it controls the execution of various effects, including variable effects and major role effects, by turning various flags on or off or sending commands to each effect device.
[0655] (Step S1100-9) The sub CPU 330a restores the register and ends the sub timer interrupt process.
[0656] Figure 60 is a flowchart illustrating the game state change specification command reception process, which is executed when a game state change specification command is received, as part of the command analysis process described above. As described above, the game state change specification command is set in the main control board 300 in steps S633-25 and S670-7, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65.
[0657] (Step S1210-1) The sub-CPU 330a determines whether the game state has changed to the time-shortened game state. If the game state has changed to the time-shortened game state, the sub-CPU 330a proceeds to step S1210-3. If the game state has not changed to the time-shortened game state, the sub-CPU 330a ends the game state change command reception process.
[0658] (Step S1210-3) Sub-CPU 330a determines whether a predetermined mode has been set, specifically whether the first lower mode, second lower mode, third lower mode, first upper mode, or second upper mode has been set. If a predetermined mode has been set, the process moves to step S1210-5; if a mode other than the predetermined mode has been set, the game state change specification command reception process ends.
[0659] (Step S1210-5) The sub-CPU 330a executes a vitality value setting process. Specifically, when the first lower mode is set, the ally character's remaining vitality value is set to "5" and the opponent character's remaining vitality value is set to "5." When the second lower mode is set, the ally character's remaining vitality value is set to "5" and the opponent character's remaining vitality value is set to "3." When the third lower mode is set, the ally character's remaining vitality value is set to "5" and the opponent character's remaining vitality value is set to "5." When the first higher mode is set, the ally character's remaining vitality value is set to "5" and the opponent character's remaining vitality value is set to "1." When the second higher mode is set, the opponent character's remaining vitality value is set to "1."
[0660] Figure 60 is a flowchart illustrating the variable command reception process that is executed when a variable command is received, part of the command analysis process. As described above, the variable command is set in the main control board 300 in steps S612-13 and S612-17 of Figure 35, and then transmitted to the sub-control board 330 by the sub-command transmission process of step S100-65.
[0661] (Step S1220-1) The sub-CPU 330a determines whether the current gaming state is a time-shortened gaming state. If it is a time-shortened gaming state, the sub-CPU 330a proceeds to step S1220-3. If it is not a time-shortened gaming state, the sub-CPU 330a proceeds to step S1220-3.
[0662] (Step S1220-3) The sub-CPU 330a determines whether the current gaming state is a predetermined mode in the time-shortened gaming state. Specifically, it determines whether the current gaming state is any of the first lower mode, the second lower mode, the third lower mode, the first higher mode, and the second higher mode. As a result, if the current gaming state is a predetermined mode, the process proceeds to step S1220-5. If the current gaming state is not a predetermined mode, the process proceeds to step S12320-15.
[0663] (Step S1220-5) The sub-CPU 330a executes a vitality value update process. Specifically, when the special symbol Y1 is won in the first lower mode, when the special symbols Y1 and Y2 are won in the second lower mode, when the special symbol Y3 is won in the third lower mode, or when the special symbol Y4 is won in the first higher mode, the sub-CPU 330a subtracts "1" from the remaining vitality value of the ally character and determines whether to execute a hit effect. Also, when a small win is won, the sub-CPU 330a subtracts "1" from the remaining vitality value of the opponent character and determines whether to execute an attack effect.
[0664] (Step S1220-7) As a result of step S1220-5, sub-CPU 330a determines whether the remaining vitality value of the opponent character has become 0. If the remaining vitality value of the opponent character has become 0, sub-CPU 330a proceeds to step S1220-9. If the remaining vitality value of the opponent character has not become 0, sub-CPU 330a proceeds to step S1220-11.
[0665] (Step S1220-9) The sub-CPU 330a determines to execute the winning effect shown in FIG. 56(b).
[0666] (Step S1220-11) SubCPU 330a determines whether the remaining health value of the allied character has become "0" as a result of step S1220-5. If the remaining health value of the allied character has become "0", the process moves to step S1220-13. If the remaining health value of the allied character has not become "0", the process of receiving the variable command ends.
[0667] (Step S1220-13) The sub-CPU 330a determines to execute the defeat effect shown in FIG. 56(c).
[0668] (Step S1220-15) The sub-CPU 330a determines whether a minor win based on Special 2 Reserve has been achieved in either the lower chance mode or the upper chance mode, that is, whether a variation based on any of the special symbols Z4 to Z6 has started. If a variation based on any of the special symbols Z4 to Z6 has started, the process moves to step S1220-17; if a variation based on a specific losing symbol or a normal losing symbol has started, the process moves to step S1220-19.
[0669] (Step S1220-17) The sub-CPU 330a determines to execute the blessing effect shown in FIG. 57(b).
[0670] (Step S1220-19) The sub-CPU 330a determines to execute the ending effect shown in FIG. 57(c).
[0671] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.
[0672] In the above embodiment, an example of the application of the present invention to a type 2 gaming machine has been described, but the gameplay of the gaming machine to which the present invention can be applied is not limited to this. For example, it goes without saying that the present invention can also be applied to a type 1 gaming machine and a type 1 / type 2 mixed machine. Therefore, in the above embodiment, a case where a jackpot symbol is not provided has been described, but a jackpot symbol may be provided separately from a small jackpot symbol. Note that when a jackpot symbol is stopped and displayed, a major role game is executed without going through a small jackpot game. For example, in the special 1 reserve, only a jackpot symbol may be provided without a small jackpot symbol.
[0673] In the above embodiment, eight time-saving game modes are provided: the first lower mode, the second lower A mode, the second lower B mode, the third lower mode, the first upper mode, the second upper mode, the lower chance mode, and the upper chance mode. However, the game progress conditions in each mode are not particularly limited. Furthermore, the number of modes is not limited to the above example.
[0674] In any case, A game board (game board 108) on which a game area (game area 116) through which game balls flow down is formed; A symbol determination means (main CPU 300a that executes the process of FIG. 34) that executes a symbol determination process to determine one of a plurality of symbols including at least a plurality of specific symbols (special symbols Y1 to Y4) on the condition that a game ball enters a start hole (first start hole 120, second start hole 122) provided on the game board; A game state setting means (main CPU 300a that executes the processing of steps S631, S632, S633, and S670) that can set one of a plurality of game states including a normal game state (non-time-saving game state) and a specific game state (time-saving game state) in which the game ball is easier to enter the starting hole than in the normal game state; Equipped with The means for setting the game state is, When a preset termination condition is met, the specific gaming state being set is terminated, The specific game state is, Including the first specific game state (second lower mode) and the second specific game state (first lower mode), The first termination condition for terminating the first specific game state (the second specific loss counter goes from 1 to 0) and the second termination condition for terminating the second specific game state (the first specific loss counter goes from 1 to 0) have different numbers of specific symbols for realizing the termination conditions. Specifically, in the above embodiment, the second specific loss counter has two types of symbols, the special symbol Y1 and the special symbol Y2, set as targets for subtraction, while the first specific loss counter has one type of symbol, the special symbol Y1, set as targets for subtraction. In other words, the numbers of types of specific symbols for realizing the termination conditions are different.
[0675] In addition, multiple specific designs are It includes the first specific symbol (special symbol Y1) and the second specific symbol (special symbol Y2), The first termination condition is: The number of times the first specific symbol (special symbol Y1) is derived through the symbol determination process, and the number of times the second specific symbol (special symbol Y2) is derived through the symbol determination process, are combined to reach a predetermined number (5 times). The second termination condition is: The number of times the first specific symbol (special symbol Y1) is derived through the symbol determination process, including the number of times the second specific symbol (special symbol Y2) is derived, may be a predetermined number (5 times). [Explanation of symbols]
[0676] 100 gaming machines 108 Game Board 116 Gaming Area 120 First starting point 122 Second starting point 300 Main control board 300a Main CPU 300b Main ROM 300c main RAM
Claims
1. A game board on which a game area where game balls flow down is formed; A symbol determination means for executing a symbol determination process for determining one of a plurality of symbols including at least a plurality of specific symbols, on the condition that a gaming ball enters a starting hole provided on the gaming board; a game state setting means capable of setting one of a plurality of game states including a normal game state and a specific game state in which the game ball is more likely to enter the starting hole than in the normal game state; Equipped with The game state setting means When a preset termination condition is met, the specific gaming state being set is terminated; The specific gaming state is: a first specific gaming state and a second specific gaming state, A gaming machine in which the number of specific symbols required to establish a first termination condition for terminating the first specific game state and a second termination condition for terminating the second specific game state are different.
2. The plurality of specific patterns are: The first specific symbol and the second specific symbol are included, The first termination condition includes: The number of times that the first specific symbol is derived by the symbol determination process and the number of times that the second specific symbol is derived by the symbol determination process are derived are included in the above. The second termination condition includes:
2. The gaming machine according to claim 1, wherein the number of times the first specific symbol is derived by the symbol determination process, but not the number of times the second specific symbol is derived, is a predetermined number of times.
Citation Information
Patent Citations
Game machine
JP2021168872A
Game machine
JP2022049053A
Game machine
JP2024013053A
Game machine
JP2024062007A
Game machine
JP2020130774A