Gaming machine

The gaming machine addresses the challenge of managing game progress and preventing fraud by integrating a game progress control, calculation, and transmission system, ensuring effective management and fraud prevention in coinless and managed environments.

JP2026083154APending Publication Date: 2026-05-19HEIWA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
HEIWA CORP
Filing Date
2026-02-26
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

Existing gaming machines that utilize electronic game media lack effective mechanisms for managing game progress and preventing fraud, particularly in coinless and managed gaming environments.

Method used

The gaming machine incorporates a game progress control means, calculation means, and transmission means to manage game value and prioritize information transmission based on predetermined conditions, ensuring appropriate game management and fraud prevention.

Benefits of technology

Enables appropriate game management and prevents fraud by controlling game progress and managing electronic game media effectively.

✦ Generated by Eureka AI based on patent content.

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Abstract

Proceed with the game appropriately. [Solution] The gaming machine of the present invention comprises a gaming progress control means for controlling the progress of the game, a calculation means for calculating a value based on a value related to the use of game value and a value related to the acquisition of game value, and a transmission means for transmitting gaming machine information including first information, second information, and third information to a dedicated unit. The gaming progress control means restricts the progress of the game when the calculated value calculated by the calculation means reaches a predetermined value, and the transmission means, if the transmission timing of the first information and the transmission timing of at least one of the second information or the third information coincide, prioritizes transmitting the first information if predetermined conditions are met, and does not prioritize transmitting the first information if predetermined conditions are not met.
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Description

Technical Field

[0001] The present invention relates to a gaming machine that determines whether to give a gaming profit to a player by lottery.

Background Art

[0002] In a pachinko machine as a gaming machine, a game ball is launched toward a game area in a game board by a player's handle operation, and a lottery related to a special symbol is executed on the condition that the game ball flowing down the game area enters a start port. Then, when a specific special symbol indicating a big win is stopped and displayed on the special symbol display, a big winning game advantageous to the player compared to a normal game is started, and the player can receive payouts of a large number of prize balls (game media, game values).

[0003] Also, in a slot machine as a gaming machine, a lottery for winning combinations is performed in response to a player's bet of medals (game media, game values) and operation of a start switch, and a plurality of reels with various symbols are rotated. Then, in response to the lottery result and the player's operation of the stop switch, the reels are sequentially stopped, and when a symbol combination corresponding to the winning combination is displayed on a valid line that is the line for payout, a predetermined number of medals are paid out, and a gaming profit (hereinafter simply referred to as a gaming profit) is given to the player.

[0004] In addition, the development of a management gaming machine (for example, Patent Document 1) in which a pachinko machine is made into an enclosed circulation type and the game can proceed without the player touching the game ball, and a medalless gaming machine (for example, Patent Document 2) in which the game can proceed without the intervention of medals is progressing.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Patent Document 2

[0006] In these types of managed gaming machines and coinless gaming machines, there is no need to provide a route outside the machine for distributing gaming media such as game balls or tokens, and in coinless gaming machines, the physical gaming media itself is unnecessary. Thus, in coinless gaming machines, no gaming media is used, and in managed gaming machines, non-magnetic game balls are used, making it possible to prevent cheating that relies on the use of metal gaming media. In addition, since there is no need to install a mechanism for inserting and dispensing gaming media inside the gaming machine, design and manufacturing costs can be reduced.

[0007] Furthermore, by centrally managing the lending of gaming media to players and the counting of acquired gaming media, it becomes possible to prevent fraud and curb the element of gambling.

[0008] On the other hand, for configurations that utilize electronic game media (game value) or non-magnetic game media instead of physical game media, a new mechanism is needed to manage the electronic game media and ensure that the game proceeds appropriately.

[0009] In view of these problems, the present invention aims to provide a gaming machine that can appropriately manage the game. [Means for solving the problem]

[0010] To solve the above problems, the gaming machine of the present invention comprises: a game progress control means for controlling the progress of the game; a calculation means for calculating a value based on a value related to the use of game value and a value related to the acquisition of game value; and a transmission means for transmitting gaming machine information, including first information, second information, and third information, to a dedicated unit. The game progress control means restricts the progress of the game when the calculated value calculated by the calculation means reaches a predetermined value. The transmission means, when the transmission timing of the first information and the transmission timing of at least one of the second information or the third information coincide, prioritizes transmitting the first information if predetermined conditions are met, and does not prioritize transmitting the first information if the predetermined conditions are not met. [Effects of the Invention]

[0011] According to the present invention, it becomes possible to conduct games appropriately. [Brief explanation of the drawing]

[0012] [Figure 1] This is a perspective view of a gaming machine showing the door in the open position, as an example of simultaneous rotation. [Figure 2] This is a front view of a gaming machine related to a reference example of simultaneous rotation. [Figure 3] This diagram illustrates the second major prize slot in a simultaneous spinning example. [Figure 4] This is a block diagram showing the internal configuration of the control means for controlling the progress of a game in a simultaneous spinning example. [Figure 5] This is the address map of the memory area used by the main CPU in the example of simultaneous execution. [Figure 6] This diagram illustrates the random number determination table for determining a jackpot during low probability periods, as a reference example of simultaneous spinning. [Figure 7] This diagram illustrates the random number determination table for determining a jackpot during high probability mode, as a reference example of simultaneous spinning. [Figure 8] This diagram illustrates the random number generation table for determining winning symbols and the random number generation table for determining minor winning symbols in a simultaneous spinning example. [Figure 9]It is a diagram for explaining the reach group determination random number determination table according to the simultaneous rotation reference example. [Figure 10] It is a diagram for explaining the reach mode determination random number determination table according to the simultaneous rotation reference example. [Figure 11] It is a diagram for explaining the variation pattern random number determination table according to the simultaneous rotation reference example. [Figure 12] It is a diagram for explaining the variation time determination table according to the simultaneous rotation reference example. [Figure 13] It is a diagram for explaining the game state and variation time according to the simultaneous rotation reference example. [Figure 14] It is the first diagram for explaining the special electric accessory operation ram set table according to the simultaneous rotation reference example. [Figure 15] It is the second diagram for explaining the special electric accessory operation ram set table according to the simultaneous rotation reference example. [Figure 16] It is a diagram for explaining the game state setting table according to the simultaneous rotation reference example. [Figure 17] It is a diagram for explaining the hit determination random number determination table according to the simultaneous rotation reference example. [Figure 18] (a) is a diagram for explaining the normal symbol variation time data table according to the simultaneous rotation reference example, and (b) is a diagram for explaining the opening and closing control pattern table according to the simultaneous rotation reference example. [Figure 19] It is a diagram for explaining the transition of the game state according to the original gameplay in the simultaneous rotation reference example. [Figure 20] It is a diagram for explaining the transition of the game state when the game is not properly played according to the simultaneous rotation reference example. [Figure 21] It is a diagram for explaining the game machine state flag according to the simultaneous rotation reference example. [Figure 22] It is the first flowchart for explaining the CPU initialization process in the main control board according to the simultaneous rotation reference example. [Figure 23] It is the second flowchart for explaining the CPU initialization process in the main control board according to the simultaneous rotation reference example. [Figure 24]This flowchart explains the subcommand group setting process on the main control board in a reference example of simultaneous operation. [Figure 25] This flowchart explains the power outage escape procedure in the main control board for a simultaneous rotation example. [Figure 26] This flowchart explains the timer interrupt processing on the main control board in a reference example of simultaneous operation. [Figure 27] This flowchart explains the setting-related processing on the main control board in a reference example of simultaneous operation. [Figure 28] This flowchart explains the switch management process on the main control board in a reference example of simultaneous rotation. [Figure 29] This is a flowchart illustrating the gate passage process on the main control board in a simultaneous rotation example. [Figure 30] This is a flowchart illustrating the first start port passage process on the main control board in a reference example of simultaneous rotation. [Figure 31] This is a flowchart illustrating the process of passing through the second start port on the main control board in a reference example of simultaneous rotation. [Figure 32] This flowchart explains the process for acquiring special symbol random numbers on the main control board in a simultaneous spinning example. [Figure 33] This flowchart explains the acquisition-time performance determination process in the main control board related to the simultaneous rotation example. [Figure 34] This is a flowchart illustrating the process of passing through the main prize slot on the main control board in a simultaneous rotation example. [Figure 35] This diagram illustrates the special game management phase and the special electric bonus game management phase related to a simultaneous rotation example. [Figure 36] This is a flowchart illustrating the special game management process on the main control board in a simultaneous rotation example. [Figure 37] This flowchart explains the special symbol change waiting process on the main control board in a simultaneous rotation example. [Figure 38]This is a flowchart illustrating the special symbol hit detection process on the main control board in a simultaneous spinning example. [Figure 39] This is a flowchart illustrating the process for determining the special symbol variation number on the main control board in a simultaneous rotation example. [Figure 40] This flowchart explains the count limit management process on the main control board in a simultaneous rotation example. [Figure 41] This is a flowchart illustrating the processing during special symbol variation on the main control board in a reference example of simultaneous rotation. [Figure 42] This flowchart explains the process of forcibly stopping the symbols on the main control board in a simultaneous rotation example. [Figure 43] This flowchart explains the special symbol stop symbol display process on the main control board in a simultaneous rotation example. [Figure 44] This is a flowchart illustrating the special electric bonus game management process on the main control board in a reference example of simultaneous rotation. [Figure 45] This flowchart explains the pre-processing for opening the main prize slot on the main control board in a simultaneous rotation example. [Figure 46] This flowchart explains the opening and closing switching process for the main prize slot on the main control board in a simultaneous rotation example. [Figure 47] This flowchart explains the control process for opening the main prize slot on the main control board in a simultaneous rotation example. [Figure 48] This flowchart explains the process for activating the closing of the main prize slot on the main control board in a simultaneous rotation example. [Figure 49] This flowchart explains the large prize winning slot completion wait processing on the main control board in a simultaneous rotation example. [Figure 50] This diagram illustrates the normal game management phase related to a simultaneous gameplay example. [Figure 51] This is a flowchart illustrating the normal game management process on the main control board in a reference example of simultaneous rotation. [Figure 52]This flowchart explains the normal symbol change waiting process on the main control board in a simultaneous rotation example. [Figure 53] This is a flowchart illustrating the processing during normal symbol variation in the main control board related to a simultaneous rotation example. [Figure 54] This is a flowchart illustrating the normal symbol stop symbol display process on the main control board in a reference example of simultaneous rotation. [Figure 55] This is a flowchart illustrating the pre-processing for opening the normal electric prize entry slot on the main control board in a simultaneous rotation example. [Figure 56] This flowchart explains the process for switching the opening and closing of the standard electric prize slot on the main control board in a simultaneous rotation example. [Figure 57] This is a flowchart illustrating the control process for opening the normal electric prize winning slot on the main control board in a simultaneous rotation example. [Figure 58] This flowchart explains the process for closing the ordinary electric prize entry slot on the main control board in a simultaneous rotation example. [Figure 59] This flowchart explains the normal electric prize entry point end-of-wait processing in the main control board for a simultaneous rotation example. [Figure 60] This diagram illustrates an example of a variation animation for a variation pattern without a reach, related to the example of a performance. [Figure 61] This diagram illustrates an example of a variation in the normal reach variation pattern related to the example of the performance. [Figure 62] This diagram illustrates an example of a variation in the development reach pattern when a miss occurs, as shown in the example of the production reference. [Figure 63] This diagram illustrates an example of a variation in the development reach variation pattern during a big win, as shown in the example of the production. [Figure 64] This diagram illustrates an example of a variation animation when the reach development animation related to the example animation is executed twice. [Figure 65] This diagram illustrates an example of a variation in a pseudo-continuous reach variation pattern related to a reference example of a performance. [Figure 66]This diagram illustrates the variable performance determination table related to the example performance. [Figure 67] This diagram illustrates an example of a hold display animation related to the example animation. [Figure 68] (a) is a diagram illustrating the final hold display pattern determination table for the example performance, and (b) is a diagram illustrating the previous hold display pattern determination table for the example performance. [Figure 69] This is a flowchart illustrating the sub-CPU initialization process on the sub-control board related to the example of the performance. [Figure 70] This is a flowchart explaining the sub-timer interrupt processing in the sub-control board related to the example of the performance. [Figure 71] This flowchart explains the pre-reading command reception process in the sub-control board related to the example performance. [Figure 72] This is a flowchart illustrating the variable command reception process in the sub-control board related to the example of the performance. [Figure 73] This is an external view illustrating the general mechanical configuration of a slot machine. [Figure 74] This is an external view of the slot machine with the front door open, illustrating its general mechanical configuration. [Figure 75] This diagram illustrates the reel's symbol arrangement and active lines. [Figure 76] This is a block diagram showing the general electrical configuration of a slot machine. [Figure 77] This is an explanatory diagram to explain the winning roles. [Figure 78] This diagram shows the draw table for the winning categories. [Figure 79] This diagram shows the draw table for the winning categories. [Figure 80] This is an explanatory diagram to illustrate the transitions between game states. [Figure 81] This is an explanatory diagram to illustrate the transitions between different performance states. [Figure 82] This is a flowchart illustrating the CPU initialization process on the main control board. [Figure 83] This is a flowchart illustrating the cold start process on the main control board. [Figure 84] This is a flowchart explaining the error stop process on the main control board. [Figure 85] This is a flowchart illustrating the setting value switching process on the main control board. [Figure 86] This is a flowchart illustrating the initialization start process on the main control board. [Figure 87] This is a flowchart illustrating the state recovery process on the main control board. [Figure 88] This is a flowchart illustrating the game start process on the main control board. [Figure 89] This is a flowchart illustrating the process of inserting game tokens into the main control board. [Figure 90] This is a flowchart illustrating the internal lottery process on the main control board. [Figure 91] This is a flowchart explaining the pattern code setting process on the main control board. [Figure 92] This is a flowchart illustrating the processing performed on the main control board while the reel is rotating. [Figure 93] This is a flowchart illustrating the reel stopping process on the main control board. [Figure 94] This is a flowchart illustrating the display judgment process on the main control board. [Figure 95] This is a flowchart illustrating the dispensing process on the main control board. [Figure 96] This is a flowchart explaining the game transition process on the main control board. [Figure 97] This is a flowchart illustrating the power outage safety procedure on the main control board. [Figure 98] This is a flowchart explaining the timer interrupt processing on the main control board. [Figure 99] This diagram illustrates the electrical connections around the main CPU. [Figure 100]This is a block diagram showing the internal configuration of the CPU core. [Figure 101] This is a diagram illustrating the register configuration. [Figure 102] This is an explanatory diagram showing the memory map. [Figure 103] This is an explanatory diagram showing the external appearance of the main control board. [Figure 104] This is an explanatory diagram illustrating the display mode of the ratio display section. [Figure 105] This flowchart shows the first example of calculating the bonus item ratio. [Figure 106] This is an explanatory diagram illustrating the first example of an operation using only 8-bit MUL instructions. [Figure 107] This flowchart shows the specific process for implementing the first example calculation. [Figure 108] This figure shows an example of a specific command to implement the first example of calculation. [Figure 109] This is an explanatory diagram illustrating a second example of an operation using a 16-bit multiplier. [Figure 110] This flowchart shows the specific process for implementing the second example of calculation. [Figure 111] This figure shows an example of a specific command to implement the second example of calculation. [Figure 112] This figure shows an example of a specific command to implement the first example of calculation. [Figure 113] This is an explanatory diagram to illustrate a third example of an operation using repeated subtraction of numbers multiplied by powers of 2. [Figure 114] This flowchart shows the specific process for implementing the third example of calculation. [Figure 115] This figure shows an example of a specific command to implement the third calculation example. [Figure 116] This flowchart shows the specific process for implementing the fourth example of the operation. [Figure 117] This figure shows an example of a specific command to implement the fourth calculation example. [Figure 118] This flowchart shows the specific process for implementing the fifth example of the operation. [Figure 119] This figure shows an example of a specific command to implement the fifth example of the operation. [Figure 120] This flowchart shows the specific process for implementing the sixth example of the operation. [Figure 121] This figure shows an example of a specific command to implement the sixth example of calculation. [Figure 122] This is a flowchart illustrating the specific processing steps of the BYTESEL module. [Figure 123] This is an explanatory diagram illustrating an example of a command used to implement the BYTESEL module. [Figure 124] This is an explanatory diagram illustrating an example of a command used to implement the BYTESEL module. [Figure 125] This is an explanatory diagram illustrating other examples of commands for implementing the BYTESEL module. [Figure 126] This is an explanatory diagram illustrating yet another example of commands for implementing the BYTESEL module. [Figure 127] This is a flowchart illustrating the specific processing steps of the WORDSEL module. [Figure 128] This is an explanatory diagram illustrating an example of a command used to implement the WORDSEL module. [Figure 129] This is an explanatory diagram illustrating an example of a command used to implement the WORDSEL module. [Figure 130] This is an explanatory diagram illustrating other examples of commands for implementing the WORDSEL module. [Figure 131] This is an explanatory diagram illustrating yet another example of a command used to implement the WORDSEL module. [Figure 132] This is an explanatory diagram for the CAL_MOD module. [Figure 133]This is an explanatory diagram for the HID_JUG module. [Figure 134] This is a flowchart illustrating the specific processing of the RAMSET module. [Figure 135] This is an explanatory diagram illustrating an example of a command used to implement the RAMSET module. [Figure 136] This is an explanatory diagram illustrating an example of a command used to implement the RAMSET module. [Figure 137] This is an explanatory diagram illustrating other examples of commands for implementing the RAMSET module. [Figure 138] This is an explanatory diagram illustrating an example of a command used to implement the TABLSET module. [Figure 139] This is an explanatory diagram illustrating other examples of commands for implementing the TABLSET module. [Figure 140] This is a flowchart illustrating the specific processing steps of the BYTEDEC module. [Figure 141] This is an explanatory diagram illustrating the decrement behavior and the settings of the zero flag and carry flag in the BYTEDEC module. [Figure 142] This is an explanatory diagram illustrating an example of a command used to implement the BYTEDEC module. [Figure 143] This is an explanatory diagram illustrating other examples of commands for implementing the BYTEDEC module. [Figure 144] This is an explanatory diagram for the RAM_DEC module. [Figure 145] This is a flowchart illustrating the specific processing steps of the WORDDEC module. [Figure 146] This is an explanatory diagram illustrating an example of a command used to implement the WORDDEC module. [Figure 147] This is an explanatory diagram illustrating other examples of commands for implementing the WORDDEC module. [Figure 148]This is an explanatory diagram illustrating an example of the process of returning from a subroutine. [Figure 149] This is an explanatory diagram for the PY_CMDA module. [Figure 150] This is an explanatory diagram for the GAT_PAS module. [Figure 151] This is an explanatory diagram for the TDN_PAS module. [Figure 152] This is an explanatory diagram for the FD_OPN module. [Figure 153] This is an explanatory diagram for the TZ_STA module. [Figure 154] This is an explanatory diagram for the TZ_RGET module. [Figure 155] This is an explanatory diagram for the TRSVSEL module. [Figure 156] This is an explanatory diagram for the TDOVCHK module. [Figure 157] This is an explanatory diagram for the BER_CHK module. [Figure 158] This is an explanatory diagram for the TEF_SEL module. [Figure 159] This is an explanatory diagram for the SET_RIG module. [Figure 160] This is an explanatory diagram for the PRE_LOT module. [Figure 161] This is an explanatory diagram for the REG_LOT module. [Figure 162] This is an explanatory diagram for the BIG_SLT module. [Figure 163] This is an explanatory diagram for the NAV_SET module. [Figure 164] This is a flowchart illustrating the specific processing steps of the TOK_PRC module. [Figure 165] This is an explanatory diagram illustrating an example of a command used to implement the TOK_PRC module. [Figure 166]This is a flowchart illustrating the specific processing of the TEF_SEL module. [Figure 167] This is an explanatory diagram illustrating an example of a command used to implement the TEF_SEL module. [Figure 168] This is a flowchart illustrating the specific processing steps of the SWI_PRC module. [Figure 169] This is an explanatory diagram illustrating an example of a command used to implement the SWI_PRC module. [Figure 170] This is a flowchart illustrating the specific processing steps of the CPUINIT module. [Figure 171] This is an explanatory diagram illustrating an example of a command used to implement the CPUINIT module. [Figure 172] This is an explanatory diagram for the TMR_IPT module. [Figure 173] This is a flowchart illustrating the specific processing steps of the FZ_SPN module. [Figure 174] This is an explanatory diagram illustrating an example of a command used to implement the FZ_SPN module. [Figure 175] This is an explanatory diagram illustrating an example of a command used to implement the CPUINIT module. [Figure 176] This is an explanatory diagram illustrating an example of a command used to implement the EXE_SET module. [Figure 177] This is a flowchart illustrating the specific processing steps of the HPT_GRP module. [Figure 178] (a) and (b) are explanatory diagrams illustrating an example of a command for implementing the HPT_GRP module, and (c) is an explanatory diagram illustrating an example of a reach group determination random number judgment table. [Figure 179] This is an explanatory diagram for the E_ILGER module. [Figure 180] This is an explanatory diagram for the E_LEVOT module. [Figure 181]This is a flowchart illustrating the specific processing of the SBC_OUT module. [Figure 182] This is an explanatory diagram illustrating an example of a command used to implement the SBC_OUT module. [Figure 183] This is an explanatory diagram illustrating an example of other commands used to implement the SBC_OUT module. [Figure 184] This is an explanatory diagram illustrating an example of a command used to implement the FZ_OPN module. [Figure 185] This is an explanatory diagram illustrating an example of a command used to implement the TD_OPN module. [Figure 186] This is an explanatory diagram illustrating an example of a command used to implement the HSY_PRC module. [Figure 187] This is an explanatory diagram illustrating an example of a command used to implement the FDN_CHK module. [Figure 188] This is an explanatory diagram illustrating an example of a command used to implement the FZ_STP module. [Figure 189] This is a block diagram illustrating the configuration of a random number generator. [Figure 190] This diagram illustrates the combinations of random number generation units. [Figure 191] This is a flowchart illustrating the specific processing steps of the SMC_ROT module. [Figure 192] This is an explanatory diagram illustrating an example of a command used to implement the SMC_ROT module. [Figure 193] This is an explanatory diagram illustrating other examples of commands for implementing the SMC_ROT module. [Figure 194] This is a flowchart illustrating the specific processing steps of the INITIAL module. [Figure 195] This is an explanatory diagram illustrating an example of a command used to implement the INITIAL module. [Figure 196] This is an explanatory diagram illustrating other examples of commands for implementing the INITIAL module. [Figure 197] This is an explanatory diagram for the RANKSET module. [Figure 198] This is an explanatory diagram for the PWRFAIL module. [Figure 199] This is an explanatory diagram for the DYM_OUT module. [Figure 200] This is a flowchart illustrating the specific processing steps of the IPT_PD module. [Figure 201] This is an explanatory diagram illustrating an example of a command used to implement the IPT_PD module. [Figure 202] This is an explanatory diagram illustrating other examples of commands for implementing the IPT_PD module. [Figure 203] This is an explanatory diagram for the DYNMOUT module. [Figure 204] This is an explanatory diagram for the EXT_PRC module. [Figure 205] This is a flowchart illustrating the specific processing steps of the STOPDCT module. [Figure 206] This is an explanatory diagram illustrating an example of a command used to implement the STOPDCT module. [Figure 207] This is an explanatory diagram illustrating other examples of commands for implementing the STOPDCT module. [Figure 208] This is a flowchart illustrating the specific processing of the E_SETTM module. [Figure 209] This is an explanatory diagram illustrating an example of a command used to implement the E_SETTM module. [Figure 210] This is an explanatory diagram illustrating other examples of commands for implementing the E_SETTM module. [Figure 211] This is an explanatory diagram for the DYM_OUT module. [Figure 212] This is an explanatory diagram for the DYM_OUT module. [Figure 213]This is a flowchart illustrating the specific processing of the E_SETTM module. [Figure 214] This is an explanatory diagram illustrating yet another example of a command for implementing the E_SETTM module. [Figure 215] This flowchart illustrates the specific processing steps of the RAM_INC module. [Figure 216] This is an explanatory diagram illustrating an example of a command used to implement the RAM_INC module. [Figure 217] This is an explanatory diagram illustrating an example of a command used to implement the RAM_INC module. [Figure 218] This is an explanatory diagram illustrating other examples of commands for implementing the RAM_INC module. [Figure 219] This is an explanatory diagram illustrating other examples of commands for implementing the RAM_INC module. [Figure 220] This is a flowchart illustrating the specific processing steps of the TABLSET module. [Figure 221] This is an explanatory diagram illustrating an example of a command used to implement the TABLSET module. [Figure 222] This is an explanatory diagram illustrating an example of a command used to implement the TABLSET module. [Figure 223] This is an explanatory diagram illustrating other examples of commands for implementing the TABLSET module. [Figure 224] This is a flowchart illustrating the specific processing steps of the IPT_PC module. [Figure 225] This is an explanatory diagram illustrating an example of a command used to implement the IPT_PC module. [Figure 226] This is a flowchart illustrating the specific processing steps of the CMDPROC module. [Figure 227] This is an explanatory diagram illustrating an example of a command used to implement the CMDPROC module. [Figure 228]This is a flowchart illustrating the specific processing of the SET_PLS module. [Figure 229] This is an explanatory diagram illustrating an example of a command used to implement the SET_PLS module. [Figure 230] This is a flowchart illustrating the specific processing steps of the OTM_ATK module. [Figure 231] This is an explanatory diagram illustrating an example of a command used to implement the OTM_ATK module. [Figure 232] This is an explanatory diagram illustrating an example of a command used to implement the KRS_JDG module. [Figure 233] This is an explanatory diagram illustrating other examples of commands for implementing the KRS_JDG module. [Figure 234] This diagram shows an example of a command to set a value in the Q' register. [Figure 235] This diagram shows an example of a command to set a value in the Q' register. [Figure 236] This diagram shows an example of a command to set a value in the Q' register. [Figure 237] This diagram shows an example of a command to set a value in the Q' register. [Figure 238] This diagram illustrates the transitions between register banks and register groups. [Figure 239] This is an explanatory diagram illustrating the usage patterns of the access method. [Figure 240] This is a flowchart illustrating an example of the subcommand transmission process. [Figure 241] This diagram shows an example of a specific command used to implement the subcommand transmission process. [Figure 242] This diagram shows an example of other commands used to implement the subcommand transmission process. [Figure 243] This diagram shows some of the commands used to perform CPU initialization. [Figure 244] This diagram shows the tables referenced during the CPU initialization process. [Figure 245] This diagram shows another example of some of the commands used to perform CPU initialization. [Figure 246] This diagram shows another example of a table referenced during the CPU initialization process. [Figure 247] This diagram shows another example of some of the commands used to perform CPU initialization. [Figure 248] This is an explanatory diagram showing the addresses of the output ports. [Figure 249] This diagram shows some of the commands used to implement power-out backup processing. [Figure 250] This diagram shows another example of a set of commands used to implement power-out backup processing. [Figure 251] This is a functional block diagram showing the gaming system. [Figure 252] This is an external view illustrating the general mechanical configuration of a medalless gaming machine and its dedicated unit. [Figure 253] This is a block diagram showing the general electrical configuration of a coinless gaming machine and its dedicated unit. [Figure 254] This is an explanatory diagram illustrating other circuit board configurations. [Figure 255] This is an explanatory diagram illustrating the packaging method of the case. [Figure 256] This is an explanatory diagram illustrating the CPU and memory areas that perform each function of a coinless gaming machine. [Figure 257] This is an explanatory diagram illustrating the format for notifying information about gaming machines. [Figure 258] This is an explanatory diagram illustrating the format for notifying information about gaming machines. [Figure 259] This is an explanatory diagram illustrating the format for notifying information about gaming machines. [Figure 260] This is an explanatory diagram illustrating the format for notifying information about gaming machines. [Figure 261] This is an explanatory diagram to show the format of the count notification. [Figure 262]This is an explanatory diagram illustrating the format of the loan receipt result response. [Figure 263] This is an explanatory diagram illustrating the format of a loan notification. [Figure 264] This is a timing chart showing the notification timings for gaming machine information notifications, counting notifications, loan notifications, and loan receipt result responses. [Figure 265] This is an explanatory diagram illustrating the timing of sending information notifications for gaming machines. [Figure 266] This flowchart shows the flow of the counting switch monitoring process in the medal count control CPU. [Figure 267] This is a flowchart illustrating the counting process in the medal count control CPU. [Figure 268] This is a timing chart used to explain the counting process. [Figure 269] This is a timing chart to explain the display methods for the number of game tokens played. [Figure 270] This is a flowchart illustrating the counting switch processing flow in the medal count control CPU. [Figure 271] This is a time chart explaining how to set the number of medals to be counted. [Figure 272] This flowchart shows the counting switch processing flow for a modified version that effectively processes multiple signals. [Figure 273] This is a time chart explaining the setting of the number of counting medals required for modification that effectively processes all multiple signals. [Figure 274] This flowchart shows the command reception processing flow in the medal count control CPU. [Figure 275] This flowchart shows the command reception processing flow in the medal count control CPU. [Figure 276] This flowchart shows the command reception processing flow in the medal count control CPU. [Figure 277] This is a flowchart showing the communication specifications when the power is turned on. [Figure 278]This is a flowchart showing the communication specifications during operation. [Figure 279] This is a flowchart showing the communication specifications at the end of a game. [Figure 280] This is a flowchart illustrating the betting process in the medal count control CPU. [Figure 281] This is an explanatory diagram showing an actual calculation example of betting. [Figure 282] This flowchart illustrates the process of updating the setting change signal. [Figure 283] This flowchart shows the process for updating the setting confirmation signal. [Figure 284] This is an explanatory diagram illustrating a comparative example of communication processing between the main CPU and the medal count control CPU. [Figure 285] This is a flowchart illustrating the concept of sending a single byte of a command, and a diagram showing the command. [Figure 286] This is an explanatory diagram showing the communication process between the main CPU and the medal count control CPU. [Figure 287] This is an explanatory diagram for describing the test firing of a coinless gaming machine. [Figure 288] This is an explanatory diagram to show how a slot machine works. [Figure 289] This is an explanatory diagram for describing the operation of a coinless gaming machine. [Modes for carrying out the invention]

[0013] Preferred embodiments of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values ​​shown in these embodiments are merely examples to facilitate understanding of the invention and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustrations.

[0014] In the embodiments of the present invention, pachinko machines and slot machines are given as examples of gaming machines in that order, and then the specific processes are described in detail.

[0015] <Pachinko machine> To facilitate understanding of the embodiments of the present invention, first, as a reference example of simultaneous rotation, the mechanical and electrical configurations of a so-called simultaneous rotation machine, and the specific processing on each circuit board will be described. Next, as a reference example of performance, specific performances that can be performed in a simultaneous rotation machine and the specific processing related to such performances will be described. Subsequently, as embodiments of the present invention, configurations different from each of the reference examples will be specifically described.

[0016] <Example of simultaneous operation> Figure 1 is a perspective view of a gaming machine 100 relating to a simultaneous rotation example, showing the door in an open state. As shown in the figure, the gaming machine 100 comprises an outer frame 102 in which a surrounding space is formed by four sides arranged in a roughly rectangular shape, an inner frame 104 attached to the outer frame 102 so as to be openable and closable by a hinge mechanism, and a front frame 106 attached to the inner frame 104 so as to be openable and closable by a hinge mechanism.

[0017] The inner frame 104, like the outer frame 102, has a surrounding space formed by four sides arranged in a roughly rectangular shape, and the game board 108 is held in this surrounding space. The front frame 106 holds a glass or resin transparent plate 110. When these inner frame 104 and front frame 106 are closed relative to the outer frame 102, the game board 108 and the transparent plate 110 face each other roughly parallel to maintain a predetermined distance, and the game board 108 becomes visible from the front side of the gaming machine 100 through the transparent plate 110.

[0018] Figure 2 is a front view of a gaming machine 100 relating to a simultaneous rotation example. As shown in this figure, an operating handle 112 is provided at the lower part of the front frame 106, protruding towards the front of the gaming machine 100. This operating handle 112 is designed to be rotatable by the player, and when the player rotates the operating handle 112 to perform a launch operation, a game ball is launched by a launching mechanism (not shown) with a force corresponding to the rotation angle of the operating handle 112. The game ball launched in this manner rises between rails 114a and 114b provided on the game board 108 and is guided to the game area 116.

[0019] The game area 116 is a space formed between the game board 108 and the permeable plate 110, and is an area in which game balls can flow or roll. The game board 108 is equipped with numerous nails and windmills (not shown), and game balls guided into the game area 116 collide with the nails and windmills, causing them to flow or roll in irregular directions.

[0020] The game area 116 includes a first game area 116a and a second game area 116b, which allow for different degrees of entry of game balls depending on the launching strength of the launching mechanism, enabling the player to choose which game ball to shoot. The first game area 116a is located to the left of the game area 116 as viewed from a player facing the game machine 100, and the second game area 116b is located to the right 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 launching strength below a predetermined strength will enter the first game area 116a, and game balls launched with a launching strength of a predetermined strength or greater will enter the second game area 116b.

[0021] Furthermore, the game area 116 is provided with a general prize entry opening 118, a first fixed start opening 120A, a first variable start opening 120B, a second start opening 122, and a general operation opening 125 into which game balls can be entered. When game balls enter these general prize entry openings 118, first fixed start openings 120A, first variable start openings 120B, second start openings 122, and general operation openings 125, a predetermined number of prize balls are dispensed to the player. In the following, the first fixed start opening 120A and the first variable start opening 120B will be collectively referred to as the first start opening 120.

[0022] 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 the possibility of executing a major prize game or a minor prize game that is advantageous to the player. 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.

[0023] Furthermore, the first fixed start port 120A, the second start port 122, and the general-purpose opening 125 are fixed start ports that are open to allow game balls to enter at all times. On the other hand, the first variable start port 120B is provided with a movable piece 120b that can be opened and closed, and is configured as a variable start port in which the ease of entry of game balls into the first variable start port 120B changes depending on the state of this movable piece 120b. Specifically, the movable piece 120b is normally kept in a closed state, and during this time, it becomes difficult or impossible for game balls to enter the first variable start port 120B.

[0024] In response to this, when a game ball passes through the gate 124 provided in the game area 116 (second game area 116b) or when a game ball enters the regular symbol opening 125, a lottery for regular symbols, described later, is held. If a winning combination is selected in this lottery, the movable piece 120b is controlled to be in an open state for a predetermined time. When the movable piece 120b is in the open state, it becomes possible for a game ball to enter the first variable start opening 120B. Thus, the movable piece 120b functions as a movable member (start variable prize entry device) that transitions between an open state that allows a game ball to enter the first variable start opening 120B, and a closed state that makes it more difficult or impossible for a game ball to enter the first variable start opening 120B than in the open state.

[0025] Furthermore, the first fixed starting port 120A is positioned so that only game balls flowing down the first game area 116a can enter, while the first variable starting port 120B and the second starting port 122 are positioned so that only game balls flowing down the second game area 116b can enter. However, the first fixed starting port 120A may also accept game balls flowing down the second game area 116b, but in this case, it is desirable to position it so that game balls flowing down the first game area 116a are more likely to enter than game balls flowing down the second game area 116b.

[0026] Similarly, the first variable start port 120B and the second start port 122 may accept game balls flowing down the first game area 116a, but in this case, it is desirable to position them in a way that makes it easier for game balls flowing down the second game area 116b to enter than for game balls flowing down the first game area 116a. In any case, the first fixed start port 120A should be positioned in a way that allows at least game balls flowing down the first game area 116a to enter, and the first variable start port 120B and the second start port 122 should be positioned in a way that allows at least game balls flowing down the second game area 116b to enter.

[0027] Furthermore, the second game area 116b is provided with a first large prize opening 126 and a second large prize opening 128. The first large prize opening 126 and the second large prize opening 128 are positioned so that only game balls flowing down the second game area 116b can enter them. However, the first large prize opening 126 and the second large prize opening 128 may be positioned so that any game ball flowing down the first game area 116a and the second game area 116b can enter them.

[0028] The first major prize opening 126 is equipped with an opening / closing door 126b that can be opened and closed. Normally, the opening / closing door 126b closes the first major prize opening 126, making it impossible for game balls to enter the first major prize opening 126. Specifically, when the opening / closing door 126b is closed, it is flush with the surface of the game board 108, and game balls flow down in front of the first major prize opening 126. However, when the aforementioned major prize game is performed, the opening / closing door 126b opens and functions as a receptacle that guides game balls into the first major prize opening 126, making it possible for game balls to enter the first major prize opening 126. When game balls enter the first major prize opening 126, a predetermined amount of prize balls are paid out to the player.

[0029] The second large prize opening 128 is located in the second game area 116b, below the first large prize opening 126. The second large prize opening 128 is equipped with a movable piece 128b, which is normally kept in a closed state. However, when a minor prize game, as described later, is played, the movable piece 128b is controlled to be in an open state, allowing game balls to enter the second large prize opening 128. Hereafter, the first large prize opening 126 and the second large prize opening 128 will be collectively referred to simply as the large prize openings.

[0030] Figure 3 is a diagram illustrating the second large prize opening 128 in a reference example of simultaneous rotation. The second game area 116b is provided with a structure 129 that protrudes from the front side of the game board 108. This structure 129 surrounds the four sides and bottom of the game machine 100 in the left-right and front-back directions, and has an opening at its top. The opening formed at the top of this structure 129 becomes the second large prize opening 128. A movable piece 128b is provided at the top of the structure 129, and normally, as shown in Figure 3(a), the movable piece 128b is maintained in a closed state that closes the second large prize opening 128.

[0031] The movable piece 128b faces above the gaming machine 100 and protrudes into the game area 116 where the game balls roll and flow down. Therefore, when the movable piece 128b is kept closed, the game balls flowing down the game area 116 (second game area 116b) will fall onto the movable piece 128b. Here, the structure 129 has a base that is approximately parallel to the horizontal direction, and the right side of the gaming machine 100 is slightly longer in the height direction than the left side. Therefore, the second large prize opening 128 is located such that the left side of the gaming machine 100 is slightly lower than the right side, and the movable piece 128b, when kept closed, 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 position, as shown by the arrow in Figure 3(a), the game ball that has fallen onto the movable piece 128b will slowly roll across the movable piece 128b from right to left.

[0032] Then, when the minor prize game described later is executed, the movable piece 128b changes to an open state that opens the second large prize opening 128. Here, as shown in Figure 3(b), the movable piece 128b changes from a closed state to an open state by sliding toward the back side of the game board 108. As a result, when it changes from a closed state to an open state, the game ball rolling on the movable piece 128b falls into the second large prize opening 128 by its own weight.

[0033] In this simultaneous rotation example, the movable piece 128b is slightly tilted to ensure a longer time for the game balls to roll on the movable piece 128b. Then, as the movable piece 128b changes from a closed state to an open state, the game balls rolling on the movable piece 128b are guided into the second large prize opening 128. With the above configuration, even if the time for which the movable piece 128b is kept in the open state is set to be short, a predetermined number of game balls can be guided into the second large prize opening 128. In other words, the time required to keep the movable piece 128b in the open state in order to get a predetermined number of game balls into the second large prize opening 128 can be made short. Furthermore, a hole is formed on the back of the structure 129 that communicates with the back side of the game board 108, and the game balls that enter the second large prize opening 128 are discharged to the back side of the game board 108. Then, when a game ball enters the second major prize slot 128, the predetermined number of prize balls is paid out to the player.

[0034] Here, we have described the configuration of the second large prize slot 128, but the first variable start slot 120B has the same configuration as the second large prize slot 128. That is, when the first variable start slot 120B is closed, the movable piece 120b protrudes to the front side of the game board 108, and the game ball rolls on the movable piece 120b. When the movable piece 120b is open, it slides to the back side of the game board 108, allowing the game ball to enter the first variable start slot 120B. However, as shown in Figure 2, the movable piece 128b is positioned higher on the right side than on the left side when viewed from the front of the game machine 100, whereas the movable piece 120b is positioned higher on the left side than on the right side when viewed from the front of the game machine 100.

[0035] Here, we will describe in detail the layout of the second game area 116b. In the simultaneous play example, the second starting port 122 and the gate 124 are arranged in parallel at the top of the second game area 116b. All game balls guided into the second game area 116b either enter the second starting port 122 or pass through the gate 124 and flow downwards. In the simultaneous play example, the second starting port 122 dispenses one game ball as a prize for each game ball that enters it.

[0036] When a game ball enters the second starting port 122, one game ball is dispensed as a prize, and a lottery is held to determine whether or not to perform a major prize game or a minor prize game. Also, when a game ball passes through gate 124, a lottery is held to determine whether or not to open the first variable starting port 120B (movable piece 120b).

[0037] Directly below the second starting opening 122 and gate 124, there is a first major prize opening 126. When the first major prize opening 126 is open, all game balls that pass through gate 124 and flow downward are arranged to enter the first major prize opening 126. In the simultaneous spinning example, the first major prize opening 126 is opened only during major prize games. In other words, the first major prize opening 126 can be said to be a major prize opening exclusively for major prize games. When a game ball enters the first major prize opening 126 during a major prize game, two or more predetermined game balls (15 in this case) are paid out as prize balls for each game ball that enters.

[0038] Below the first large prize winning opening 126, there is a first variable start opening 120B. Between the first large prize winning opening 126 and the first variable start opening 120B, there is an outlet opening 131. The outlet opening 131 is the entrance to a passage for discharging game balls from the game area 116, and even if a game ball enters the outlet opening 131, no prize balls will be dispensed.

[0039] In the second game area 116b, pins are arranged so that most of the game balls that flow down below the first large prize opening 126 (for example, 90% or more) fall onto the movable piece 120b. In addition, these pins guide some of the game balls that flow down below the first large prize opening 126 (for example, 1% to 10%) to the out opening 131.

[0040] When the first variable start opening 120B is closed, the game balls roll on the movable piece 120b. When the movable piece 120b opens while the game balls are rolling on it, all the game balls on the movable piece 120b are guided into the first variable start opening 120B. When game balls enter the first variable start opening 120B, one game ball is paid out as a prize for each game ball that enters, and a lottery is held to determine whether or not to perform a major prize game or a minor prize game.

[0041] Game balls that do not enter the first variable start opening 120B fall from the movable piece 120b to the right when viewed from the front of the game machine 100. Below the first variable start opening 120B, there is a second large prize opening 128, and most of the game balls that fall from the movable piece 120b roll on the movable piece 128b of the second large prize opening 128. Due to the inclination of the movable piece 128b, the game balls on the movable piece 128b slowly roll from right to left when viewed from the front of the game machine 100.

[0042] As will be explained in more detail later, in the example of simultaneous spinning, the second large prize slot 128 is opened only during minor win games. In other words, the second large prize slot 128 can be said to be a large prize slot exclusively for minor win games. When the movable piece 128b opens while a game ball is rolling on it, all the game balls on the movable piece 128b are guided into the second large prize slot 128. When a game ball enters the second large prize slot 128 during a minor win game, two or more predetermined game balls (15 in this case) are paid out as prize balls for each game ball that enters.

[0043] A general-purpose opening 125 is provided to the lower left of the second large prize opening 128. Here, pins are arranged in the second game area 116b so that almost all of the game balls that fall from above the second large prize opening 128 enter the general-purpose opening 125. In the simultaneous rotation example, the general-purpose opening 125 constitutes a "specific prize opening" in which one game ball is dispensed as a prize ball for each game ball that enters. Furthermore, when a game ball enters the general-purpose opening 125, a lottery is held to determine whether or not to open the first variable start opening 120B (movable piece 120b), similar to when a game ball passes through the gate 124.

[0044] Furthermore, at the bottom of the game area 116, there is an outlet 130 for discharging game balls that did not enter any of the general prize entry openings 118, the first start opening 120, the second start opening 122, the general operation opening 125, or the large prize entry opening from the game area 116 to the back side of the game board 108.

[0045] Furthermore, the gaming machine 100 is equipped with a performance display device 200 consisting of a liquid crystal display, a performance mechanism device 202 consisting of a movable device, a performance lighting device 204 consisting of lamps that can be controlled to various lighting patterns and colors, an audio output device 206 consisting of a speaker, and a performance operation device 208 that receives input from the player.

[0046] The performance display device 200 includes a main performance display unit 200a, which consists of an image display unit that displays images. This main performance display unit 200a is positioned approximately in the center of the game board 108 so that it can be seen from the front of the game machine 100. Various performances are executed on this main performance display unit 200a, such as the variable display of three performance symbols 210a, 210b, and 210c, as shown in the figure.

[0047] The performance mechanism 202 is positioned in front of the main performance display unit 200a and is normally retracted in a state where it is divided into multiple components at the origin position on the back side of the game board 108, so that it cannot be seen by the player. Then, when the above performance symbols 210a, 210b, and 210c are being displayed in a variable state, the actuator drives each component to a movable position in front of the main performance display unit 200a, where the components combine in front of the main performance display unit 200a, giving the player the expectation of a big win.

[0048] The special effects lighting device 204 is installed on the special effects mechanism 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main special effects display unit 200a.

[0049] The audio output device 206 is located at the top of the front frame 106 and at the bottom of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images and other information displayed on the main display unit 200a.

[0050] The performance control device 208 consists of buttons that receive input from the player, and is located approximately in the center of the width direction of the gaming machine 100, and below the transparent plate 110. This performance control device 208 is activated in accordance with the images displayed on the main performance display unit 200a, and when it receives input from the player within the effective operation time, various performances are executed in accordance with that input.

[0051] In the diagram, reference numeral 132 indicates an upper tray into which prize balls dispensed from the gaming machine 100 and game balls dispensed from the game ball dispensing device are led. When this upper tray 132 is full of game balls, the game balls are led to the lower tray 134. The bottom surface of the lower tray 134 has a ball release hole (not shown) for discharging game balls from the lower tray 134. This ball release hole is normally closed by an opening / closing plate (not shown), but by pressing the ball release knob 134a, the opening / closing plate slides together with the ball release knob 134a, making it possible to discharge game balls from the ball release hole to the bottom of the lower tray 134.

[0052] Furthermore, the game board 108 is equipped with a first special symbol indicator 160, a second special symbol indicator 162, a first special symbol hold indicator 164, a second special symbol hold indicator 166, a regular symbol indicator 168, a regular symbol hold indicator 170, and a right-hand shooting notification indicator 172, located outside the game area 116 and visible to the player. Each of these indicators 160 to 172 is a device for displaying various situations related to the game, and their details will be described later.

[0053] (Internal configuration of the control system) Figure 4 is a block diagram showing the internal configuration of the control means for controlling the progress of the game in a simultaneous spinning example.

[0054] The main control board 300 controls the basic operation 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 the program stored in the main ROM 300b based on input signals from various detection switches and timers, performs calculations, directly controls various devices and displays, or sends commands to other boards according to the results of the calculations. The main RAM 300c functions as a data work area during calculations performed by the main CPU 300a.

[0055] The main control board 300 includes a general prize entry detection switch 118s for detecting when a game ball enters the general prize entry entry 118, a first fixed start entry entry detection switch 120As for detecting when a game ball enters the first fixed start entry entry 120A, a first variable start entry entry detection switch 120Bs for detecting when a game ball enters the first variable start entry entry 120B, a second start entry entry detection switch 122s for detecting when a game ball enters the second start entry entry 122, and a gate 124 when a game ball enters A gate detection switch 124s is connected to detect when a gate has passed through, a general-purpose opening detection switch 125s is connected to detect when a game ball has entered the general-purpose opening 125, a first-place prize opening detection switch 126s is connected to detect when a game ball has entered the first-place prize opening 126, and a second-place prize opening detection switch 128s is connected to detect when a game ball has entered the second-place prize opening 128. Detection signals are input from each of these detection switches to the main control board 300.

[0056] Furthermore, the main control board 300 is connected to a standard electric mechanism solenoid 120c that operates the movable piece 120b of the first variable start opening 120B, a first large prize opening solenoid 126c that operates the opening / closing door 126b that opens and closes the first large prize opening 126, and a second large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the second large prize opening 128. The main control board 300 controls the opening and closing of the first variable start opening 120B, the first large prize opening 126, and the second large prize opening 128.

[0057] 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.

[0058] 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 becomes possible to change and check the setting value. As will be explained in more detail later, in the example game machine 100 for simultaneous play, one of six setting values ​​with different levels of advantage is stored as a registered setting value in the setting value buffer, and the game progresses according to the stored registered setting value. Here, we assume that there are six setting values, but there may be only two setting values, high setting and low setting, or there may be multiple other setting values. Furthermore, setting values ​​are not mandatory, and the level of advantage does not have to be changed.

[0059] 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.

[0060] Furthermore, a performance display monitor 184 is provided on the back of the game board 108. The main control board 300 displays registered settings and base ratios on the performance display monitor 184.

[0061] Furthermore, the game machine 100, which is a reference example of simultaneous operation, is broadly divided into special games, which are mainly started by the entry of game balls into the first start port 120 or the second start port 122, and normal games, which are started by the passage of game balls into the gate 124 or the entry of game balls into the normal operation port 125. The main ROM 300b of the main control board 300 stores various programs for running the special games and normal games, as well as data and tables necessary for each type of game.

[0062] Furthermore, the main control board 300 is connected to a payout control board 310 and a sub-control board 330. 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.

[0063] 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.

[0064] 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 located in the passage that guides the game balls to be paid out as prize balls to the lower tray 134, and a game ball detection signal is input to the payout control board 310.

[0065] 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.

[0066] Furthermore, the payout control board 310 is equipped with a launch control circuit 320 that controls the launch of game balls. The payout control board 310 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 energizes the launch solenoid 112c provided on the game ball launching device to launch the game balls.

[0067] 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, a sub-ROM 330b, and a sub-RAM 330c, 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.

[0068] Specifically, in the sub-control board 330, the sub-CPU 330a, sub-ROM 330b, and sub-RAM 330c work together to function as a sub-main, image control unit, special effect control unit, lighting control unit, and sound control unit. The sub-main determines the content of the effects to be executed in response to various input commands, and manages and coordinates the execution of the effects. The image control unit performs image display control to display images on the main effect display unit 200a. The sub-ROM 330b stores a large amount of image data such as patterns, backgrounds, and subtitles to be displayed on the main effect display unit 200a, and the image control unit reads the image data from the sub-ROM 330b into a VRAM (not shown) and controls the image display on the main effect display unit 200a.

[0069] Furthermore, the special effects control unit drives actuators according to the performance management by the sub-main unit and controls the movement of the performance special effects device 202. The lighting control unit controls the lighting of the performance lighting device 204. The sound control unit controls the sound output to output sound from the sound output device 206. The sub-ROM 330b stores a large amount of sound data, such as voices and music output from the sound output device 206, and the sound control unit reads the sound data from the sub-ROM 330b and controls the sound output of the sound output device 206.

[0070] Furthermore, the sub-control board 330 executes a predetermined performance when an operation detection signal is input from the performance operation device detection switch 208s, which detects when the performance operation device 208 is pressed or rotated.

[0071] Each circuit board is connected to a power supply board (not shown), and power is supplied to each circuit board from the commercial power supply via the power supply board. Furthermore, the power supply board is equipped with a backup power supply consisting of capacitors.

[0072] Figure 5 shows the address map of the memory area used by the main CPU 300a in the example of simultaneous operation. In Figure 5, addresses are shown in hexadecimal, and "H" indicates hexadecimal. As shown in Figure 5, the memory area used by the main CPU 300a includes the memory area allocated to the main ROM 300b (0000H~2FFFH) and the memory area allocated to the main RAM 300c (F000H~F3FFH).

[0073] The memory area of ​​the main ROM 300b is provided with a used area (0000H~1BF3H) for storing programs and data for controlling the progress of the game, and an unused area (2000H~2BFFH) other than the used area for storing programs and data for performing tests as defined by the gaming machine regulations and for displaying the performance display monitor 184 (including processing for calculating the base ratio to be displayed on the performance display monitor 184).

[0074] The main ROM 300b's usable area includes a program area (0000H~0A89H) where programs for controlling the game's progress are stored, an unused area (0A8AH~11FFH), and a data area (1200H~1BF3H) where data other than programs is stored. Note that the usable area may be excluded from the unused area (0A8AH~0FFFH).

[0075] The unused area of ​​the main ROM 300b includes a program area (2000H~27FFH) where programs for performing tests stipulated by the gaming machine regulations and for displaying the performance display monitor 184 are stored, and a data area (2800H~2BFFH) where data other than these programs is stored.

[0076] 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.

[0077] 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.

[0078] 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).

[0079] 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.

[0080] Furthermore, in addition to the used and unused memory areas, the main RAM300c also includes unused areas (F200H~F20FH) and unused areas (F229H~F3FFH).

[0081] Thus, the main ROM 300b and main RAM 300c are provided with separate areas for use, which are used to control the progress of the game, and for use, which are used to perform processes for conducting tests as defined by the gaming machine regulations and for controlling the display of the performance display monitor 184.

[0082] Furthermore, 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 separating the used area and the unused area, clearly defining the boundary between the used area and the unused area. This prevents the unused area from being used when a program to control the progress of the game is being executed, and prevents the used area from being used when a program for performing tests stipulated in the gaming machine regulations or for controlling the display of the performance display monitor 184 is being executed.

[0083] The unused area between the used and unused areas only needs to be at least 1 byte, but from a security standpoint, it is preferable to have at least 4 bytes, and even more preferable to have at least 16 bytes. In addition, writing and reading data from the unused area is prohibited, but from a security standpoint, it may be set to be cleared at predetermined intervals.

[0084] Furthermore, the memory space from FE00h to FFFFh is allocated to the input / output section. This input / output section will be described in detail later.

[0085] Next, we will explain the gameplay in the gaming machine 100, which is an example of simultaneous rotation, along with the various tables stored in the main ROM 300b.

[0086] As mentioned above, the gaming machine 100, which is an example of simultaneous play, has two types of games running in parallel: special games and regular games. The special games are played in either a low-probability game state or a high-probability game state, while the regular games are played in either a non-time-saving game state, a medium-time-saving game state, or a time-saving game state.

[0087] Details of each game state will be described later, but the low-probability game state is a game state in which the probability of acquiring the right to perform a major prize game in which the big prize slot is opened is set to be low, and the high-probability game state is a game state in which the probability of acquiring the right to perform a major prize game is set to be high. Furthermore, the non-time-saving game state is a game state in which the movable piece 120b is less likely to open and it is difficult for the game ball to enter the first variable start slot 120B, and the medium time-saving game state is a game state in which the movable piece 120b is more likely to open than the non-time-saving game state and it is easier for the game ball to enter the first variable start slot 120B. Furthermore, the time-saving game state is a game state in which the movable piece 120b is even more likely to open than the medium time-saving game state and it is easiest for the game ball to enter the first variable start slot 120B. In addition, during the shortened play mode, if the game balls are continuously launched towards the second game area 116b during gameplay, the game balls are set to either decrease only slightly or hardly decrease at all.

[0088] As described above, special games and regular games proceed simultaneously. Therefore, in the example of simultaneous play, the game state will be a combination of a low-probability game state or a high-probability game state with either a non-time-saving game state, a medium-time-saving game state, or a time-saving game state. In the following, for ease of understanding, the game state related to special games, i.e., the low-probability game state and the high-probability game state, will be referred to as the special game state, and the game state related to regular games, i.e., the non-time-saving game state, a medium-time-saving game state, and a time-saving game state, will be referred to as the regular game state. The initial state of the gaming machine 100 is set to the low-probability game state and the non-time-saving game state.

[0089] When a player operates the control handle 112 to launch a game ball into the game area 116, and the game ball flowing down the game area 116 enters the first start opening 120 or the second start opening 122, a lottery is held to determine whether or not to award the player a game prize (hereinafter referred to as the "Big Prize Lottery"). If the Big Prize Lottery results in a big win, a Big Prize game is executed in which the big prize opening is opened and game balls can enter the big prize opening, and the game state after the Big Prize game ends is set to one of the above game states. The Big Prize Lottery method will be explained below.

[0090] As will be explained in more detail later, when a game ball enters the first start port 120 or the second start port 122, various random values ​​related to the big prize lottery (jackpot determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variation pattern random number) are acquired, and each of these random values ​​is stored in the special symbol reserve memory area of ​​the main RAM 300c. Hereafter, the various random numbers stored in the special symbol reserve memory area when a game ball enters the first start port 120 will be collectively referred to as Special 1 Reserve, and the various random numbers stored in the special symbol reserve memory area when a game ball enters the second start port 122 will be collectively referred to as Special 2 Reserve.

[0091] The main RAM 300c's special symbol hold memory area comprises a first special symbol hold memory area and a second special symbol hold memory area. The first and second special symbol hold memory areas each have four memory units (first to fourth memory units). When a game ball enters the first start port 120, special symbol 1 hold is stored sequentially starting from the first memory unit of the first special symbol hold memory area, and when a game ball enters the second start port 122, special symbol 2 hold is stored sequentially starting from the first memory unit of the second special symbol hold memory area.

[0092] For example, when a game ball enters the first start opening 120, if no hold is stored in any of the first to fourth memory units of the first special symbol hold memory area, special hold 1 is stored in the first memory unit. Also, for example, if special hold 1 is stored in the first to third memory units, and a game ball enters the first start opening 120, special hold 1 is stored in the fourth memory unit. Similarly, when a game ball enters the second start opening 122, special hold 2 is stored in the memory unit with the smallest number (ordinal number) among the first to fourth memory units of the second special symbol hold memory area, provided that special hold 2 is not already stored in that unit.

[0093] However, the number of special 1 reserves (X1) and special 2 reserves (X2) that can be stored in the first special reserve memory area and the second special reserve memory area are set to four, respectively. Therefore, for example, when a game ball enters the first start opening 120, if four special 1 reserves are already stored in the first special reserve memory area, no new special 1 reserves will be stored as a result of the game ball entering the first start opening 120. Similarly, when a game ball enters the second start opening 122, if four special 2 reserves are already stored in the second special reserve memory area, no new special 2 reserves will be stored as a result of the game ball entering the second start opening 122.

[0094] Figure 6 is a diagram illustrating the low-probability jackpot determination random number judgment table for a simultaneous spinning example. When a game ball enters the first start port 120 or the second start port 122, one jackpot determination random number is obtained from the range of 0 to 65535. Then, when the jackpot lottery is started, that is, when the jackpot is determined, a jackpot determination random number judgment table is selected according to the game state, and the jackpot lottery is performed using the selected jackpot determination random number judgment table and the obtained jackpot determination random number.

[0095] In a low-probability game state, when initiating a major prize draw for Special 1 and Special 2 reserves, the low-probability jackpot determination random number table is referenced. In the simultaneous spin example, there are six setting values ​​with different degrees of advantage, and a low-probability jackpot determination random number table is provided for each setting value. During gameplay, the setting value is set to one of the six levels, and the major prize draw is performed by referencing the low-probability jackpot determination random number table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).

[0096] In a low-probability game state, when the setting value is set to 1 (registered setting value = 1), the big win lottery is conducted by referring to the low-probability big win determination random number table a shown in Figure 6(a). According to this low-probability big win determination random number table a, a big win is determined if the big win determination random number is between 10001 and 10218, a small win is determined if the big win determination random number is between 20001 and 38996, and a loss is determined if the big win determination random number is any other. Therefore, the probability of a big win in this case is approximately 1 / 300.6, and the probability of a small win is approximately 1 / 3.45.

[0097] In a low-probability game state, when the setting value is set to 2 (registered setting value = 2), the big win lottery is conducted by referring to the low-probability big win determination random number table b shown in Figure 6(b). According to this low-probability big win determination random number table b, a big win is determined if the big win determination random number is between 10001 and 10225, a small win is determined if the big win determination random number is between 20001 and 38996, and a loss is determined if the big win determination random number is any other. Therefore, the probability of a big win in this case is approximately 1 / 291.2, and the probability of a small win is approximately 1 / 3.45.

[0098] In the low-probability gaming state, when the setting value is set to 3 (registered setting value = 3), a major role lottery is conducted by referring to the low-probability big win determination random number judgment table c shown in FIG. 6(c). According to this low-probability big win determination random number judgment table c, when the big win determination random number is 10001 to 10232, it is determined as a big win; when the big win determination random number is 20001 to 38996, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 282.4, and the small win probability is approximately 1 / 3.45.

[0099] In the low-probability gaming state, when the setting value is set to 4 (registered setting value = 4), a major role lottery is conducted by referring to the low-probability big win determination random number judgment table d shown in FIG. 6(d). According to this low-probability big win determination random number judgment table d, when the big win determination random number is 10001 to 10239, it is determined as a big win; when the big win determination random number is 20001 to 38996, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 274.2, and the small win probability is approximately 1 / 3.45.

[0100] In the low-probability gaming state, when the setting value is set to 5 (registered setting value = 5), a major role lottery is conducted by referring to the low-probability big win determination random number judgment table e shown in FIG. 6(e). According to this low-probability big win determination random number judgment table e, when the big win determination random number is 10001 to 10246, it is determined as a big win; when the big win determination random number is 20001 to 38996, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 266.4, and the small win probability is approximately 1 / 3.45.

[0101] In a low-probability game state, if the setting value is set to 6 (registered setting value = 6), the big win lottery is performed by referring to the low-probability big win determination random number table f shown in Figure 6(f). According to this low-probability big win determination random number table f, a big win is determined if the big win determination random number is between 10001 and 10253, a small win is determined if the big win determination random number is between 20001 and 38996, and a loss is determined if the big win determination random number is any other. Therefore, in this case, the probability of a big win is approximately 1 / 259.0, and the probability of a small win is approximately 1 / 3.45.

[0102] Figure 7 illustrates the random number determination table for determining a jackpot during high probability mode, as shown in the example of simultaneous spinning. When a jackpot lottery is initiated for Special 1 and Special 2 reserves during high probability gameplay, the random number determination table for determining a jackpot during high probability mode is referenced. The random number determination table for determining a jackpot during high probability mode is also provided for each setting value, similar to the random number determination table for determining a jackpot during low probability mode.

[0103] When in a high-probability game state and the setting value is set to 1 (registered setting value = 1), the big win lottery is conducted by referring to the high-probability big win determination random number table a shown in Figure 7(a). According to this high-probability big win determination random number table a, a big win is determined if the big win determination random number is between 10001 and 10620, a small win is determined if the big win determination random number is between 20001 and 38996, and a loss is determined if the big win determination random number is any other. Therefore, the probability of a big win in this case is approximately 1 / 105.7, and the probability of a small win is approximately 1 / 3.45.

[0104] Similarly, in a high-probability game state, when the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big win lottery is performed by referring to the high-probability big win determination random number judgment tables b to f shown in Figures 7(b) to (f). According to these high-probability big win determination random number judgment tables b to f, a big win is determined when the big win determination random number is the value shown in the figure. Therefore, the big win probability for setting values ​​2 to 6 is approximately 1 / 102.4 to 1 / 91.0, and the small win probability is approximately 1 / 3.45.

[0105] As described above, the major prize draw is conducted according to the registered setting value. At this time, the probability of winning the jackpot differs depending on the registered setting value, and it is easier to win the jackpot when the registered setting value is larger than when it is smaller. Here, it is assumed that the probability of winning a minor prize does not change even if the registered setting value is different, but it is also possible to make the probability of winning a minor prize different for each registered setting value. Furthermore, minor prizes are not mandatory, and it is also possible for only a jackpot or a loss to be determined in the major prize draw.

[0106] Furthermore, while here it is assumed that the probability of winning a jackpot in both the low-probability and high-probability game states differs according to the registered setting value, it is also possible that only the probability of winning a jackpot in either the low-probability or high-probability game state differs according to the registered setting value.

[0107] Figure 8 illustrates the winning symbol random number determination table and the minor winning symbol random number determination table related to a simultaneous spinning example. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is obtained from the range of 0 to 99. Then, if the above major prize lottery results in a "big win" determination, the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table. In this case, if a "jackpot" is won by Special 1 Reserve, the Special 1 winning symbol random number determination table a is selected, as shown in Figure 8(a). If a "jackpot" is won by Special 2 Reserve, the Special 2 winning symbol random number determination table b is selected, as shown in Figure 8(b). If a "minor win" is won by Special 1 Reserve, the Special 1 minor win symbol random number determination table a is selected, as shown in Figure 8(c). If a "minor win" is won by Special 2 Reserve, the Special 2 minor win symbol random number determination table b is selected, as shown in Figure 8(d). Hereafter, the special symbols determined by the winning symbol random number, that is, the special symbols determined when a jackpot is determined, will be called jackpot symbols, the special symbols determined when a minor win is determined will be called minor win symbols, and the special symbols determined when a loss is determined will be called losing symbols.

[0108] According to the special symbol random number determination table a for special 1 shown in Figure 8(a) and the special symbol random number determination table b for special 2 shown in Figure 8(b), the jackpot symbols (special symbols A to J) are determined as special symbols according to the acquired value of the jackpot symbol random number, as shown in the figure. In addition, according to the special symbol random number determination table a for special 1 shown in Figure 8(c) and the special symbol random number determination table b for special 2 shown in Figure 8(d), the minor jackpot symbols (special symbols Z1 to Z6) are determined as special symbols according to the acquired value of the jackpot symbol random number, as shown in the figure.

[0109] Furthermore, if the result of the major role lottery is "miss," and that result is derived by Special 1 Reserve, Special Symbol X is determined as the missing symbol without further drawing. If that result is derived by Special 2 Reserve, Special Symbol Y is determined as the missing symbol without further drawing. In other words, the winning symbol random number determination table is only referenced when the major role lottery result is "jackpot," and is not referenced when the major role lottery result is "miss" or "minor win." Similarly, the minor win symbol random number determination table is only referenced when the major role lottery result is "minor win," and is not referenced when the major role lottery result is "jackpot" or "miss." Note that the minor win symbols, Special Symbols Z1 to Z6, are collectively referred to simply as Special Symbol Z.

[0110] Figure 9 is a diagram illustrating the random number determination table for determining the reach group in the simultaneous spinning example. Multiple such random number determination tables are provided, and a pre-set table is selected according to the type of hold, the number of holds, the game state, etc. When a game ball enters the first start port 120 or the second start port 122, one random number for determining the reach group is obtained from within the range of 0 to 10006. As described above, once the result of the big win lottery is derived, a process is performed to determine the variation animation pattern that notifies the big win lottery result. In the simultaneous spinning example, if the big win lottery result is "miss," the group type is first determined by the random number for determining the reach group and the random number determination table for determining the reach group when determining the variation animation pattern.

[0111] For example, when the game state is set to the normal state (which will be described in more detail later), if a "miss" result is derived from the special 1 reserve, and the number of special 1 reserves (hereinafter simply referred to as "reserve count") when the big win lottery is performed is 0, then as shown in Figure 9(a), the reach group determination random number judgment table 1 is selected. Similarly, when the game is set to the normal state, if a "miss" result is derived from the special 1 reserve, and the number of reserves when the big win lottery is performed is 1 to 2, then as shown in Figure 9(b), the reach group determination random number judgment table 2 is selected, and if the number of reserves is 3, then as shown in Figure 9(c), the reach group determination random number judgment table 3 is selected. Note that in Figure 9, the group x listed in the group type column represents 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 being referenced.

[0112] In this explanation, we have described the random number determination table for determining the reach group, which is referenced when a "miss" major role lottery result is derived based on the special 1 reserve in the normal state. However, the main ROM 300b also stores many other random number determination tables for determining the reach group.

[0113] Furthermore, if the result of the major role lottery is "Big Win" or "Minor Win," the group type is not determined when deciding the variation animation pattern. In other words, the random number judgment table for determining the reach group is only referenced when the result of the major role lottery is "Miss," and is not referenced when the result of the major role lottery is "Big Win" or "Minor Win."

[0114] Figure 10 is a diagram illustrating the random number determination table for determining the reach mode in a simultaneous spinning example. This random number determination table for determining the reach mode is broadly divided into three types: a random number determination table for determining the reach mode when the big role lottery result is a "miss," a random number determination table for determining the reach mode when the big role lottery result is a "jackpot," and a random number determination table for determining the reach mode when the big role lottery result is a "minor win." The random number determination table for determining the reach mode when missing is provided for each group type determined as described above, while the random number determination table for determining the reach mode when jackpot and the random number determination table for determining the reach mode when minor win are provided for each game state and hold type.

[0115] Furthermore, each reach mode determination random number judgment table is also provided for each game state and symbol type. Here, an example of the reach mode determination random number judgment table for group x when missing, which is referenced in a predetermined game state and symbol type, is shown in Figure 10(a), an example of the reach mode determination random number judgment table for special 1 when hitting a jackpot is shown in Figure 10(b), an example of the reach mode determination random number judgment table for special 2 when hitting a jackpot is shown in Figure 10(c), an example of the reach mode determination random number judgment table for special 1 when hitting a minor jackpot is shown in Figure 10(d), and an example of the reach mode determination random number judgment table for special 2 when hitting a minor jackpot is shown in Figure 10(e).

[0116] When a game ball enters the first start port 120 or the second start port 122, a random number for determining the reach mode is obtained from within the range of 0 to 250. If the result of the above-mentioned big win lottery is "miss", as shown in Figure 10(a), a random number determination table for determining the reach mode in the event of a miss, corresponding to the group type determined by the above-mentioned lottery for the group type, is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode in the event of a miss and the random number for determining the reach mode. If the result of the above-mentioned big win lottery is "jackpot", as shown in Figures 10(b) and (c), a random number determination table for determining the reach mode in the event of a jackpot, corresponding to the game state at the time of the jackpot and the read-out hold type, is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode in the event of a jackpot and the random number for determining the reach mode.

[0117] Furthermore, if the result of the above major prize lottery is a "minor win," as shown in Figures 10(d) and (e), a random number determination table for determining the reach mode during a minor win is selected, corresponding to the game state at the time of the minor win and the type of reserved ball read out. Based on the selected random number determination table for determining the reach mode during a minor win and the random number for determining the reach mode, the variable mode number is determined.

[0118] Furthermore, in each reach mode determination random number judgment table, the reach mode determination random number is associated with the variation mode number and the variation pattern random number judgment table described later, and the variation pattern random number judgment table is determined at the same time as the variation mode number is determined. Note that in Figure 10, table x written in the column for the variation pattern random number judgment table indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number judgment table are determined according to the acquired reach group determination random number and the type of reach mode determination random number judgment table to be referenced. Also, in the simultaneous rotation example, the variation mode number and the variation pattern number described later are set in hexadecimal. In the following, "H" is added when indicating a hexadecimal number, but "○○H" written in Figures 10 to 12 indicates an arbitrary value shown in hexadecimal.

[0119] As described above, if the result of the major role lottery is "miss," the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 9. Then, according to the determined group type and game state, the variation mode number and variation pattern random number judgment table are determined by the miss reach mode determination random number judgment table and reach mode determination random number shown in Figure 10(a).

[0120] On the other hand, if the result of the major role lottery is a "big win" or a "minor win," the random number determination table for determining the reach mode at the time of the big win, shown in Figure 10, is referenced to determine the random number for determining the reach mode, which corresponds to the determined big win symbol or minor win symbol (type of special symbol), the game state at the time of the big win or minor win, and the variable mode number and variable pattern random number determination table are determined using the random number for determining the reach mode.

[0121] Figure 11 illustrates the variable pattern random number determination table for a simultaneous rotation example. Here, we show the variable pattern random number determination table x for a predetermined table number x, but there are many other variable pattern random number determination tables provided for each table number.

[0122] When a game ball enters the first start port 120 or the second start port 122, one variable pattern random number is acquired from within the range of 0 to 238. Then, based on the variable pattern random number determination table determined simultaneously with the above variable mode number and the acquired variable pattern random number, the variable pattern number is determined as shown in the figure.

[0123] In this way, when the big winning lottery is performed, the variable mode number and the variable pattern number are determined according to the big winning lottery result, the determined symbol type, the game state, the number of holds, the hold type, etc. These variable mode numbers and variable pattern numbers specify the variable effect pattern, and for each of them, the mode and time of the variable effect are associated.

[0124] FIG. 12 is a diagram for explaining the variable time determination table according to the simultaneous rotation reference example. As described above, when the variable mode number is determined, the variable time 1 is determined according to the variable time 1 determination table shown in FIG. 12(a). According to this variable time 1 determination table, the variable time 1 is associated with each variable mode number, and the corresponding variable time 1 is determined according to the determined variable mode number.

[0125] Also, as described above, when the variable pattern number is determined, the variable time 2 is determined according to the variable time 2 determination table shown in FIG. 12(b). According to this variable time 2 determination table, the variable time 2 is associated with each variable pattern number, and the corresponding variable time 2 is determined according to the determined variable pattern number. The total time of the variable times 1 and 2 determined in this way is the time of the variable effect for notifying the big winning lottery result, that is, the variable time. This variable time is the time until the determined special symbol is stopped and displayed on the first special symbol display 160 or the second special symbol display 162.

[0126] As will be explained in more detail later, once a special symbol is determined based on Special 1 Reserve, and the variation mode number and variation pattern number, i.e., the variation time, are determined, the variation of the symbol is displayed on the first special symbol display 160 for the determined variation time, and once the variation time has elapsed, the determined special symbol is displayed as stopped on the first special symbol display 160. Furthermore, once a special symbol is determined based on Special 2 Reserve, and the variation pattern number, i.e., the variation time, is determined, the variation of the symbol is displayed on the second special symbol display 162 for the determined variation time, and once the variation time has elapsed, the determined special symbol is displayed as stopped on the second special symbol display 162. At this time, if a losing symbol stops and is displayed on the first special symbol display 160, the result of the big prize lottery is confirmed to be a loss, and the next big prize lottery based on special 1 reserve becomes possible. If a losing symbol stops and is displayed on the second special symbol display 162, the result of the big prize lottery is confirmed to be a loss, and the next big prize lottery based on special 2 reserve becomes possible. On the other hand, if a winning symbol stops and is displayed on the first special symbol display 160 or the second special symbol display 162, the result of the big prize lottery is confirmed to be a big prize, and the big prize game is executed. If a minor prize symbol stops and is displayed on the first special symbol display 160 or the second special symbol display 162, the result of the big prize lottery is confirmed to be a minor prize, and the minor prize game is executed.

[0127] Thus, the variation time defines the time it takes for the symbols to change in the first special symbol display unit 160 or the second special symbol display unit 162, or in other words, the time until the result of the major prize lottery is determined.

[0128] Once the variation mode number is determined as described above, a variation mode command corresponding to the determined variation mode number is transmitted to the sub-control board 330. Once the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is transmitted to the sub-control board 330. The sub-control board 330 primarily determines the first half of the variation performance based on the received variation mode command, and primarily determines the second half of the variation performance based on the received variation pattern command. Details of this will be described later. In the following, the variation mode number and variation pattern number may be collectively referred to as variation information, and the variation mode command and variation pattern command may be collectively referred to as variation commands.

[0129] Figure 13 is a diagram illustrating the game state and variation time related to a simultaneous rotation example. As described above, a special game state and a normal game state are combined to form one game state, and the progress of the game is controlled according to the game state set. As already explained, there are two types of special game states: a low-probability game state and a high-probability game state, which differ in the probability of winning a jackpot. In addition, there are three types of normal game states: a non-time-saving game state, a medium-time-saving game state, and a time-saving game state, which differ in the ease (frequency) of game balls entering the first variable start port 120B.

[0130] In normal gameplay, the ease with which a game ball enters the first variable start opening 120B is determined by three factors: the probability of winning, the variation time, and the opening time. As will be explained in more detail later, in normal gameplay, a normal ball hold is stored when a game ball passes through gate 124 or when a game ball enters the normal ball operation opening 125. Based on the stored normal ball hold, a normal ball lottery is held to determine whether or not to open the movable piece 120b. The result of this normal ball lottery is determined after a predetermined variation time has elapsed. If a win is determined as a result of the normal ball lottery, the movable piece 120b is opened. At this time, the probability of winning in the normal ball lottery, the variation time, and the opening time when opening the movable piece 120b are set for each normal gameplay state.

[0131] In the simultaneous spinning example, as shown in Figure 13(a), six types of game states are provided by combining special game states and normal game states. The initial state of the game machine 100 is a low-probability game state and a non-time-saving game state. In the non-time-saving game state, the probability of winning in the normal drawing is low, the variation time is long, and the opening time of the movable piece 120b is short. In the simultaneous spinning example, the game state that combines the low-probability game state and the non-time-saving game state is called the normal state.

[0132] Furthermore, in the example of simultaneous spinning, the game may be set to a high-probability game state and a non-time-saving game state, and the game state that combines these two is called the most advantageous state. This most advantageous state is the most advantageous of the six game states, and if the game balls are launched appropriately, the number of game balls will gradually increase during gameplay even if a jackpot is not won.

[0133] Furthermore, in the example of simultaneous spinning, the game may be set to a low-probability game state and a time-saving game state. In the time-saving game state, the probability of winning in the regular drawing is high, the variation time is short, and the opening time of the movable piece 120b is long. Hereafter, the game state that combines the low-probability game state and the time-saving game state will be referred to as the low-probability time-saving state.

[0134] Furthermore, in the example of simultaneous spinning, the game may be set to a high-probability game state and a time-saving game state. Below, a game state that combines the high-probability game state and the time-saving game state will be referred to as the high-probability time-saving state or the high-probability pre-announcement state. The high-probability time-saving state and the high-probability pre-announcement state will be explained in more detail later.

[0135] Furthermore, in the example of simultaneous rotation, the game may be set to a high-probability game state and a medium-time-saving game state. In the medium-time-saving game state, the probability of winning in the regular drawing is higher than in the non-time-saving game state but lower than in the time-saving game state, the variation time is shorter, and the opening time of the movable piece 120b is longer. This game state may be set when unforeseen circumstances occur, such as when the game ball is not launched properly. Hereafter, the game state that combines the high-probability game state and the medium-time-saving game state will be referred to as the penalty state.

[0136] Furthermore, the sub-control board 330 is configured with a performance mode corresponding to the game state set on the main control board 300. The performance mode defines the background image, BGM, etc., displayed on the main performance display unit 200a, and the content of the performance differs for each performance mode. In other words, the player can identify the current game state by the performance mode.

[0137] As described above, the simultaneous spinning example provides six game states. Then, as stated above, the spin mode number and spin pattern number, i.e., the spin time, are determined according to the game state when the big win lottery is performed, the type of hold, the number of spins in that game state, and the type of symbol.

[0138] In the gaming machine 100, the effective variable target is set for each game state. The effective variable target indicates the type of reserve that should be used for the big prize lottery, and for each game state, either special reserve 1 or special reserve 2 is set as the effective variable target. In the normal state, special reserve 1 is set as the effective variable target. Also, in the normal state, since the normal game state is a non-time-saving game state, the first variable start port 120B is hardly ever opened. Therefore, in the normal state, the player needs to launch the game ball towards the first game area 116a in order to get the game ball into the first fixed start port 120A.

[0139] In the normal state, a major prize draw is conducted using the Special 1 Reserve, which is the actual target of the change. If a losing symbol or a minor winning symbol is determined, the change time is determined within the range of 3 to 100 seconds. Also, in the normal state, a major prize draw is conducted using the Special 1 Reserve, and if a big winning symbol is determined, the change time is determined within the range of 40 to 100 seconds.

[0140] On the other hand, in the normal state, if a major prize lottery is conducted using a special 2 reserve which is not actually subject to change, the change time will always be set to 10 minutes, regardless of the type of symbol determined. In this way, by setting the change time to a long period of 10 minutes, in the normal state, even if the player puts a game ball into the second start port 122, the opportunities to conduct a major prize lottery based on the special 2 reserve are extremely limited.

[0141] To explain in more detail, the second starting port 122 is located in the second game area 116b, and the second starting port 122 is a fixed starting port into which game balls can always be entered. Furthermore, due to the gameplay of the gaming machine 100, the second starting port 122 is positioned in a location into which game balls can be entered more easily than the first starting port 120. Therefore, if the fluctuation time related to special 2 reserve were to be short in the normal state, the player would be given more opportunities to win big prizes than necessary. For this reason, in accordance with the original gameplay in the normal state, the fluctuation time is set to a long period of 10 minutes in order to appropriately launch game balls towards the first game area 116a.

[0142] In the most advantageous state, Special 2 Reserve is set as the actual variable. Therefore, in the most advantageous state, the player needs to launch the game ball towards the second game area 116b in order to get the game ball into the second start opening 122. In the most advantageous state, if a big win lottery is conducted using Special 1 Reserve, which is not the actual variable, the variation time is always set to 10 seconds, regardless of the type of symbol determined. Note that the impact on gameplay is smaller when a big win lottery is conducted using Special 1 Reserve, which is not the actual variable, in the most advantageous state, compared to when a big win lottery is conducted using Special 2 Reserve, which is not the actual variable, in the normal state. For this reason, in the most advantageous state, the variation time when a big win lottery is conducted using Special 1 Reserve, which is not the actual variable, is set to a short 10 seconds.

[0143] In the most advantageous state, a major role lottery is conducted using the special 2 reserve, which is the actual target of the fluctuation. If a losing symbol or a minor winning symbol is determined, the fluctuation time is determined within a range of 1 to 3 seconds. Also, in the most advantageous state, a major role lottery is conducted using the special 2 reserve, and if a big winning symbol is determined, the fluctuation time is determined within a range of 3 to 10 seconds.

[0144] In both the low-probability time-saving state and the high-probability time-saving state, the special 1 reserve is set as the actual target of the variation. Also, in the low-probability time-saving state and the high-probability time-saving state, the normal game state is set to a time-saving game state, and the first variable start port 120B is frequently controlled to be open. Therefore, in these two game states, the player needs to launch the game ball towards the second game area 116b in order to get the game ball into the first variable start port 120B. In both of these game states, the same variation pattern random number judgment table is selected, but these two game states have in common that the normal game state is a time-saving game state. In other words, when the normal game state is a time-saving game state, a big win lottery is performed by the special 1 reserve, which is the actual target of the variation, and when a losing symbol or a minor win symbol is determined, a variation time of 1 second is always determined. Furthermore, in the low probability time-saving state and the high probability time-saving state, a special 1 reserve is used to draw for a major role, and if a winning symbol is determined, the reel spin time is always set to 30 seconds.

[0145] In the high probability pre-announcement state, the special 1 reserve is set as the actual target of the variation. Also, in the high probability pre-announcement state, the normal game state is set to a time-saving game state, and the first variable start port 120B is frequently controlled to be open. Therefore, in the high probability pre-announcement state, the player needs to launch the game ball towards the second game area 116b in order to get the game ball into the first variable start port 120B. In the high probability pre-announcement state, a big win lottery is held using the special 1 reserve, which is the actual target of the variation, and if a losing symbol or a minor win symbol is determined, the variation time is determined to be within the range of 3 to 10 seconds. Also, in the high probability pre-announcement state, a big win lottery is held using the special 1 reserve, and if a big win symbol is determined, the variation time is always set to 30 seconds.

[0146] On the other hand, in the case of a low probability time-saving state, a high probability time-saving state, and a high probability premonition state, that is, when the normal game state is a time-saving game state, if a major role lottery is conducted using a special 2 reserve that is not actually subject to variation, the variation time will always be set to 10 minutes, regardless of the type of symbol determined.

[0147] In the penalty state, Special 1 Reserve is set to be the actual variable target. Also in the penalty state, the normal game state is set to a medium-time shortened game state, and the first variable start port 120B is controlled to be open at a certain frequency. Therefore, in the penalty state, the player needs to launch the game ball towards the second game area 116b in order to get the game ball into the first variable start port 120B. In the penalty state, a big win lottery is held by Special 1 Reserve, which is the actual variable target, and if a losing symbol or a minor win symbol is determined, the variation time is determined within the range of 3 to 100 seconds. Also, in the penalty state, a big win lottery is held by Special 1 Reserve, and if a big win symbol is determined, the variation time is determined within the range of 40 to 100 seconds.

[0148] On the other hand, in a penalty state, if a major prize draw is conducted using a special 2 reserve which is not actually subject to change, the change time will always be set to 10 minutes, regardless of the type of symbol determined.

[0149] As described above, a set of effective variable targets is set for each game state, and when a major prize lottery is held based on the type of reserved ball that is the effective variable target, the maximum variable time is 100 seconds. On the other hand, when a major prize lottery is held based on a type of reserved ball that is not the effective variable target, the variable time is approximately 10 minutes, to prevent gameplay that contradicts the intended gameplay.

[0150] In the example of simultaneous spinning, we will explain the case where the average spin time in the high-probability time-saving state is shorter than the average spin time in the high-probability pre-announcement state. However, the average spin time in the high-probability time-saving state may be longer than the average spin time in the high-probability pre-announcement state. In other words, the average spin time in the high-probability time-saving state and the average spin time in the high-probability pre-announcement state may be different.

[0151] Figure 14 is the first diagram illustrating the special electric mechanism operation ramset table for a simultaneous rotation example, and Figure 15 is the second diagram illustrating the special electric mechanism operation ramset table for a simultaneous rotation example. The special electric mechanism operation ramset table stores various data for controlling big win games or small win games. During big win games and small win games, the first big prize slot solenoid 126c or the second big prize slot solenoid 128c are energized by referring to the special electric mechanism operation ramset table. In reality, multiple special electric mechanism operation ramset tables are provided for each type of special symbol (big win symbol and small win symbol), and the corresponding table is set at the start of a big win game or small win game according to the determined type of special symbol. However, for the sake of explanation, the control data for special symbols is shown here for each type of symbol.

[0152] As shown in Figure 14, the major prize game consists of multiple rounds in which the major prize slot is opened and closed a predetermined number of times, while the minor prize game consists of only one round. According to this special electric mechanism operation ramset table, the following are pre-stored as control data for each type of special symbol, as shown in the diagram: opening time (waiting time until the first round of gameplay begins), maximum number of special electric mechanism operations (number of rounds of gameplay performed during one major prize game or minor prize game), number of special electric mechanism opening / closing switches (number of times the major prize slot is opened during one round), solenoid energizing time (energizing time for the first major prize slot solenoid 126c or the second major prize slot solenoid 128c for each number of times the major prize slot is opened, i.e., the opening time of one major prize slot), specified number (maximum number of prizes that can be won into the major prize slot in one round of gameplay), major prize slot closure effective time (closing time of the major prize slot between rounds of gameplay, i.e., interval time), and ending time (waiting time from the end of the last round of gameplay until the normal special gameplay (symbol variation display described later) resumes).

[0153] Furthermore, if a jackpot is won through Special 1 Reserve and Special Symbols A, B, or D are determined as the jackpot symbols, a special bonus game consisting of four rounds will be executed. In this special bonus game, the first large prize slot 126 will be opened only once in each of the first to fourth rounds. In each round, the first large prize slot 126 will be open for a maximum of 29.0 seconds. During this time, if the specified number of game balls enter the slot, or if the maximum opening time (29.0 seconds) has elapsed, the first large prize slot 126 will close and one round of game will end.

[0154] Furthermore, if a jackpot is won through Special 1 Reserve and Special Symbols C and E are determined as the jackpot symbols, a special game consisting of 10 rounds will be executed. In these special games, the first large prize slot 126 will be opened only once in each of the 1st to 10th rounds. In each round, the first large prize slot 126 will be open for a maximum of 29.0 seconds. During this time, if the specified number of game balls enter the slot, or if the maximum opening time (29.0 seconds) has elapsed, the first large prize slot 126 will close and one round will end.

[0155] Furthermore, if a minor win is achieved through Special 1 Reserve and the special symbols Z1 to Z3 are determined as the minor win symbols, a minor win game consisting of one round will be executed. In this minor win game, the second major prize entry point 128 will be opened once for 0.1 seconds during one round of play.

[0156] Furthermore, as shown in Figure 15, if a jackpot is won through Special 2 Reserve and the special symbols F, G, and I are determined as the jackpot symbols, a special game consisting of four rounds of gameplay is executed. In this special game, the first large prize slot 126 is opened only once in each of the first to fourth rounds of gameplay. In each round of gameplay, the first large prize slot 126 is open for a maximum of 29.0 seconds, and if a specified number of game balls enter during this time, or if the maximum opening time (29.0 seconds) has elapsed, the first large prize slot 126 is closed and one round of gameplay ends.

[0157] Furthermore, if a jackpot is won through a special 2-reserve and the special symbols H and J are determined as the jackpot symbols, a special bonus game consisting of 10 rounds of gameplay will be executed. In this special bonus game, the first large prize slot 126 will be opened only once in each of the 1st to 10th rounds of gameplay. In each round of gameplay, the first large prize slot 126 will be open for a maximum of 29.0 seconds, and if the specified number of game balls enter during this time, or if the maximum opening time (29.0 seconds) has elapsed, the first large prize slot 126 will close and one round of gameplay will end.

[0158] Furthermore, if a minor win is achieved through a special reserve and special symbols Z4 to Z6 are determined as the minor win symbols, a minor win game consisting of one round is executed. In this case, if special symbol Z4 is determined as the minor win symbol, the second large prize slot 128 is opened twice for 0.1 seconds each time during the one round of the game. The interval time during the round, which is the pause time between the two openings of the second large prize slot 128, is set to 1.78 seconds. Since the game balls are launched at a minimum interval of 0.6 seconds, considering the opening time of the second large prize slot 128 and the launch interval of the game balls, the probability of a game ball entering the second large prize slot 128 during this minor win game is low.

[0159] However, in the simultaneous rotation example, the structure is such that game balls tend to accumulate on the movable piece 128b that keeps the second large prize opening 128 closed. When the movable piece 128b changes to an open state, the game balls that have accumulated on the movable piece 128b are guided into the second large prize opening 128. Therefore, with the opening of the second large prize opening 128 for 0.1 seconds x 2 times, an average of 2 to 3 game balls will enter the second large prize opening 128.

[0160] Furthermore, in the minor win game when the special symbol Z5 is determined as the minor win symbol, the second large prize slot 128 is opened for 0.1 seconds x 3 times during one round of play. The interval time during this round is set to 0.84 seconds. In this minor win game, on average 3 to 4 game balls enter the second large prize slot 128.

[0161] Furthermore, in the minor win game when the special symbol Z6 is determined as the minor win symbol, the second large prize slot 128 is opened 12 times for 0.1 seconds each during one round of play. The interval time during the round in this case is set to 0.84 seconds. In this minor win game, by continuously firing game balls towards the second game area 116b, it is possible to almost certainly get a specified number of game balls (for example, 10) into the second large prize slot 128.

[0162] Furthermore, during the design phase of the gaming machine 100, it is necessary to strictly manage and adjust the launch-to-prize ratio, which is the ratio of the number of game balls launched to the number of prize balls paid out. For this reason, in the simultaneous spinning example, a special symbol Z4 is provided that opens for 0.1 seconds twice during a minor win, and a special symbol Z5 opens for 0.1 seconds three times during a minor win. By simply changing the selection ratio of these symbols, the launch-to-prize ratio can be easily adjusted and changed.

[0163] Figure 16 illustrates a game state setting table for setting the game state after the completion of a major win game in a simultaneous spinning example. In the simultaneous spinning example, when a major win game is performed, the game state setting table is referenced according to the game state at the time of winning the jackpot, the type of hold, and the type of special symbol (jackpot symbol) to set the game state after the completion of the major win game.

[0164] If the game state at the time of a jackpot win is either the normal state or the penalty state, and the jackpot is won by the Special 1 Reserve, which is the actual variable, the game state after the big win will be set according to the type of jackpot symbol. Specifically, if Special Symbol A is determined as the jackpot symbol, the game state will be set to a low probability time-saving state (the special game state is the low probability game state, and the normal game state is the time-saving game state). At this time, the number of times the time-saving game state continues (hereinafter referred to as "time-saving count") will be set to 100 times. This means that the time-saving game state will continue until 100 big win draws have been performed. However, the above-mentioned time-saving count represents the maximum number of times that can be continued in one time-saving game state, and if a jackpot is won before reaching the above number of consecutive wins, the game state will be set again. Therefore, if the game is set to a time-saving game state after the end of a major game, and if no jackpot result is obtained during that time-saving game state, and 100 non-jackpot results are obtained, the game state will change to a non-time-saving game state (normal state).

[0165] Furthermore, if special symbols B and D are determined as the winning symbols, the game is set to a high-probability time-saving state (the special game state becomes the high-probability game state, and the normal game state becomes the time-saving game state). At this time, "next" is set as the number of high-probability rounds, and the high-probability game state continues until the next jackpot is won. Also, "next" is set as the number of time-saving rounds, and the time-saving game state continues until the next jackpot is won. Therefore, if special symbols B and D are determined, the high-probability time-saving state will continue after the big win until the next jackpot is won.

[0166] Furthermore, if special symbols C and E are determined as the winning symbols, the game is set to a high-probability pre-bonus state (the special game state becomes the high-probability game state, and the normal game state becomes the time-saving game state). At this time, the number of high-probability rounds is set to "next round," and the number of time-saving rounds is set to 100 rounds. When special symbols C and E are determined, the high-probability game state continues until the next jackpot is won, while the time-saving game state ends after 100 rounds. Therefore, when special symbols C and E are determined, after a big win, the game state will transition to the most advantageous state after 100 big win draws.

[0167] Furthermore, if the game state at the time of a jackpot win is the normal state or the penalty state, and the jackpot is won by a special 2 reserve that is not subject to actual variation, the game state after the big win will be set as follows: If special symbol F is determined as the jackpot symbol, the game state will be set to the normal state (special game state is low probability game state, normal game state is non-time-saving game state). If special symbols G to J are determined as the jackpot symbols, the game state will be set to the penalty state (special game state is high probability game state, normal game state is medium time-saving game state). In this case, both the high probability rounds and time-saving rounds will be set to "next time".

[0168] Furthermore, if the game state at the time of a jackpot win is the most advantageous state, and the jackpot is won by a special reserve that is not subject to actual variation, the game state after the big win will be set as follows: That is, if special symbol A is determined as the jackpot symbol, the game will be set to a low probability time-saving state (special game state is low probability game state, normal game state is time-saving game state). In this case, the number of time-saving rounds will be set to 100. Also, if special symbols B to E are determined as the jackpot symbols, the game state after the big win will be set in the same way as the normal state and penalty state.

[0169] On the other hand, if the game state at the time of a jackpot win is the most advantageous state, and the jackpot is won by the special 2 reserve, which is the actual variable, the game state after the big win will be set as follows: If special symbol F is determined as the jackpot symbol, the game will be set to a low probability time-saving state (special game state is low probability game state, normal game state is time-saving game state). In this case, the number of time-saving rounds will be set to 100. Also, if special symbols G or I are determined as the jackpot symbols, the game will be set to a high probability time-saving state (special game state is high probability game state, normal game state is time-saving game state). In this case, the number of high probability rounds and the number of time-saving rounds will be set to "next time".

[0170] Furthermore, if the special symbols H and J are determined as the winning symbols, the game will be set to a high-probability pre-announcement state (the special game state becomes the high-probability game state, and the normal game state becomes the time-saving game state). At this time, the number of high-probability rounds will be set to "next round," and the number of time-saving rounds will be set to 100.

[0171] Furthermore, if the game state at the time of a big win is a low-probability time-saving state, a high-probability time-saving state, or a high-probability premonition state, that is, if the normal game state is a time-saving game state, the game state after the big win will be set in the same way as the normal state and penalty state.

[0172] Figure 17 is a diagram illustrating the random number determination table for determining a winning combination in a simultaneous rotation example. When a game ball flowing down the game area 116 passes through gate 124 or enters the regular symbol operation opening 125, a regular symbol determination process (hereinafter referred to as "regular symbol lottery") is performed, which determines whether or not to energize the movable piece 120b of the first variable start opening 120B.

[0173] As will be explained in more detail later, when a game ball passes through gate 124 or enters the normal ball activation opening 125, one winning random number is obtained from the range of 0 to 99, and up to four of these random numbers are stored in the normal ball reserve memory area of ​​the main RAM 300c. In other words, the normal ball reserve memory area has four memory units for saving winning random numbers. Therefore, if a game ball passes through gate 124 or enters the normal ball activation opening 125 while all four memory units of the normal ball reserve memory area have already stored winning random numbers, no new winning random number will be stored based on the passage of that game ball. Hereafter, the winning random number stored in the normal ball reserve memory area when a game ball passes through gate 124 or enters the normal ball activation opening 125 will be referred to as a normal ball reserve.

[0174] When the normal game state is a non-time-saving game state and the normal symbol lottery is started, the random number determination table for the non-time-saving game state is referenced, as shown in Figure 17(a). According to this random number determination table for the non-time-saving game state, if the random number for determining the win is 0, the winning symbol is determined as the type of normal symbol, and if the random number for determining the win is between 1 and 99, the losing symbol is determined as the type of normal symbol. Therefore, the probability of determining a winning symbol in the non-time-saving game state, i.e., the winning probability, is 1 / 100. As will be explained in more detail later, when a winning symbol is determined in this normal symbol lottery, the movable piece 120b of the first variable start port 120B is controlled to be in the open state, and when a losing symbol is determined, the movable piece 120b of the first variable start port 120B is kept in the closed state.

[0175] Furthermore, when starting a regular symbol draw in the shortened time game state, the random number determination table for the shortened time game state is referenced, as shown in Figure 17(b). According to this random number determination table for the shortened time game state, if the random number for determining the win is between 0 and 49, a winning symbol is determined as the type of regular symbol, and if the random number for determining the win is between 50 and 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of a winning symbol being determined in the shortened time game state, i.e., the probability of winning, is 50 / 100.

[0176] Furthermore, when starting a regular symbol draw in the shortened play state, the random number determination table for the shortened play state is referenced, as shown in Figure 17(c). According to this random number determination table for the shortened play state, if the random number for determining the winning symbol is between 0 and 98, a winning symbol is determined as the type of regular symbol, and if the random number for determining the winning symbol is 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of a winning symbol being determined in the shortened play state, i.e., the probability of winning, is 99 / 100.

[0177] Figure 18(a) is a diagram illustrating the data table for the normal symbol variation time related to the simultaneous spinning example, and Figure 18(b) is a diagram illustrating the opening / closing control pattern table related to the simultaneous spinning example. As described above, when a normal symbol lottery is performed, the variation time of the normal symbols is determined. The normal symbol variation time data table is referenced when determining the variation time of a normal symbol when a winning or losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, if the game state is set to a non-time-saving game state or a medium time-saving game state, the variation time is determined to be 10 seconds, and if 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 way, the normal symbol indicator 168 is displayed (flashed) for the determined time. If a winning symbol is determined, the normal symbol indicator 168 lights up, and if a losing symbol is determined, the normal symbol indicator 168 turns off.

[0178] Then, when the winning symbol is determined by the regular symbol lottery and the regular symbol indicator 168 lights up, the movable piece 120b of the first variable start port 120B is energized by referring to the opening / closing control pattern table, as shown in Figure 18(b). In reality, an opening / closing control pattern table is provided for each game state, and the corresponding table is set when the regular electric mechanism solenoid 120c is energized, according to the game state when the regular symbol is determined.

[0179] Once the winning pattern is determined, the first variable start port 120B is opened and closed by referring to the opening and closing control pattern table, as shown in Figure 18(b). According to this opening / closing control pattern table, the following are stored in advance as control data for the first variable start port 120B for each game state, as shown in the figure: time before normal power opening (waiting time until the opening of the first variable start port 120B begins), maximum number of normal electric mechanism opening / closing switches (number of times the first variable start port 120B is opened), solenoid energizing time (energizing time of the normal electric mechanism solenoid 120c for each number of times the first variable start port 120B is opened, i.e., the opening time of one opening of the first variable start port 120B), specified number (maximum number of possible winnings into the first variable start port 120B during the entire opening of the first variable start port 120B), normal power closing effective time (closing time between each opening of the first variable start port 120B, i.e., pause time), normal power effective state time (waiting time from the end of the last opening of the first variable start port 120B), and normal power termination wait time (waiting time after the normal power effective state time has elapsed until the display of the normal symbols, described later, resumes).

[0180] In this way, by setting the probability of winning with the regular symbols, the variation time, and the opening time, as shown in the lower part of Figure 18(b), the launch prize ball ratio (the ratio of the number of prize balls paid out to the player when game balls enter the first variable start port 120B, the second start port 122, the regular symbol operation port 125, and the big prize port to the number of game balls launched into the game area 116) is 100:20 for launches:prize balls in non-time-saving game state, 100:40 for launches:prize balls in medium time-saving game state, and 100:99 for launches:prize balls in time-saving game state.

[0181] The opening and closing conditions for the first variable start port 120B are determined by three factors: the probability of winning with a normal symbol, the duration of the normal symbol's variation display, and the duration of the first variable start port 120B's opening. In other words, by combining these three factors—the probability of winning with a normal symbol, the duration of the normal symbol's variation display, and the duration of the first variable start port 120B's opening—it is possible to set the frequency of balls entering the first variable start port 120B and the payout ratio for each of the non-time-saving game state, medium time-saving game state, and time-saving game state. In any case, the combination of the three factors shown here is merely an example, and the three factors should be combined in such a way that the payout ratio for the payout is higher in the time-saving game state than in the non-time-saving game state.

[0182] Figure 19 is a diagram illustrating the transition of game states in accordance with the original gameplay of the example of simultaneous rotation. With the above configuration, the gaming machine 100 achieves the following gameplay. Here, we will explain the case where the registered setting value is set to "1". First, in the initial state of the gaming machine 100, it is set to the normal state shown in Figure 19(a). In the normal state, the actual variable target is set to special 1 hold, so the player fires the game ball towards the first game area 116a in order to get the game ball into the first fixed start opening 120A. Since the first game area 116a is located on the left side of the game board 108, the player will perform what is called "left-handed shooting" in the normal state.

[0183] When a game ball enters the first fixed start opening 120A, a special 1 reserve is stored in the first special symbol reserve memory area. The special 1 reserves stored in the first special symbol reserve memory area are read out sequentially when the start condition is met, and a big prize lottery is held based on the read special 1 reserve. At this time, the probability of winning a big prize is set to approximately 1 / 300.6. In the normal state, the goal of the game is to win a big prize in this big prize lottery based on the special 1 reserve. The payout ratio for launching game balls towards the first game area 116a is set to 100:20, and the number of game balls will decrease during gameplay.

[0184] In the normal state, if a big win is achieved through the special 1 reserve lottery, the big win game is executed. In this big win game, a round game in which the first big prize entry point 126 is opened is executed 4 or 10 times, and the player can win prize balls equivalent to 4 or 10 rounds. If a big win is achieved through the special 1 reserve, one of the special symbols A to E is determined as the big win symbol.

[0185] In the normal state, if the jackpot symbol displayed on the first special symbol indicator 160 is special symbol A, the game state after the big win will be the low probability time-saving state shown in Figure 19(b). When a jackpot is won with special symbol 1, the probability that special symbol A will be determined as the jackpot symbol is 30%. Therefore, when a jackpot is won in the normal state, there is a 30% chance that the game state will transition to the low probability time-saving state. In the low probability time-saving state, the actual variable target is set to special symbol 1, but since the normal game state is a time-saving game state, the player will shoot to the right, aiming for the second game area 116b in order to get the game ball into the first variable start opening 120B.

[0186] In other words, in this low-probability time-saving state, the goal of the game is to win a jackpot in the big role lottery based on the special 1 reserve, just like in the normal state. In this low-probability time-saving state, the probability of winning a jackpot is approximately 1 / 300.6, but since the normal game state is a time-saving game state, the movable piece 120b is frequently in the open state. Therefore, the payout ratio of launched balls becomes 100:99, allowing the player to aim for a jackpot while reducing the consumption of game balls.

[0187] Furthermore, when the game transitions to a low-probability time-saving state, the number of time-saving spins is set to 100. If a jackpot is not won in the 100 chances of winning a major role, the game state will return to the normal state (time-saving state ends).

[0188] Furthermore, in the normal state, if the jackpot symbols displayed on the first special symbol indicator 160 are special symbols B and D, the game state after the big win will be the high-probability time-saving state shown in Figure 19(c). When a jackpot is won with special symbol 1, the probability that special symbols B and D will be determined as the jackpot symbols is 35%. Therefore, when a jackpot is won in the normal state, there is a 35% probability that the game state will transition to the high-probability time-saving state. In the high-probability time-saving state, the actual target of the variation is set to special symbol 1, but since the normal game state is a time-saving game state, the player will shoot to the right, aiming at the second game area 116b in order to get the game ball into the first variable start opening 120B.

[0189] In other words, in this high-probability time-saving state, the goal of the game is to win a jackpot in the big role lottery based on the special 1 reserve, just like in the normal state. In the high-probability time-saving state, the probability of winning a jackpot is approximately 1 / 105.7, and since the normal game state is a time-saving game state, the movable piece 120b is frequently in the open state. Therefore, the payout ratio of launched balls becomes 100:99, and the player can participate in the big role lottery while reducing the consumption of game balls. Thus, in the high-probability time-saving state, it can be said that the next jackpot win is practically guaranteed.

[0190] Furthermore, in the normal state, if the jackpot symbols displayed on the first special symbol indicator 160 are special symbols C and E, the game state after the big win will be the high-probability pre-announcement state shown in Figure 19(d). When a jackpot is won with special symbol 1, the probability that special symbols C and E will be determined as the jackpot symbols is 35%. Therefore, when a jackpot is won in the normal state, there is a 35% probability that the game state will transition to the high-probability pre-announcement state. In the high-probability pre-announcement state, the actual target of the variation is set to special symbol 1, but since the normal game state is a time-saving game state, the player will shoot to the right, aiming for the second game area 116b, in order to get the game ball into the first variable start opening 120B.

[0191] When special symbols C and E are determined, the game is set to a high-probability pre-announcement state, and the number of time-saving rounds is set to 100. At this time, when the number of spins after a big win reaches 100, the time-saving game state ends, and the normal game state becomes a non-time-saving game state. As a result of exiting the time-saving state, the game state transitions to the most advantageous state shown in Figure 19 (e). As will be explained in more detail later, in the most advantageous state, the number of game balls can be increased simply by continuously firing game balls towards the second game area 116b. Therefore, in the high-probability pre-announcement state, the objective of the game is not to win a jackpot, but to exit the time-saving state without winning a jackpot.

[0192] According to the special 1 reserve that is the actual variable in the high probability pre-announcement state, high probability time-saving state, and low probability time-saving state described above, when a jackpot is won, special symbols A to E are determined as the jackpot symbols. If special symbol A is determined, four rounds of gameplay are performed in the big win game, and the game state after the big win game becomes the low probability time-saving state shown in Figure 19(b). If special symbols B or D are determined, four or ten rounds of gameplay are performed in the big win game, and the game state after the big win game becomes the high probability time-saving state. If special symbols C or E are determined, four or ten rounds of gameplay are performed in the big win game, and the game state after the big win game becomes the high probability pre-announcement state.

[0193] In the most advantageous state, when a game ball enters the second starting port 122, a special 2 reserve is stored in the second special symbol reserve memory area. The special 2 reserves stored in the second special symbol reserve memory area are read out sequentially when the starting conditions are met, and a major prize lottery is held based on the read special 2 reserve. At this time, the probability of winning a major prize is set to approximately 1 / 105.7, and the probability of winning a minor prize is set to approximately 1 / 3.45. In the most advantageous state, the main objective of the game is to win a minor prize in this major prize lottery based on the special 2 reserve.

[0194] Specifically, when a game ball is launched into the second game area 116b, the ratio of prize balls paid out by game balls entering the second starting opening 122 to the number of game balls launched is set to approximately 100:60~80. In the most advantageous state, a minor win occurs with a probability of approximately 1 / 3.45 in the major prize lottery using special reserve 2, so minor win games occur frequently. When a minor win is achieved using special reserve 2, minor win symbols Z4~Z6 are determined. As described above, in a minor win game when minor win symbol Z4 is displayed on the second special symbol indicator 162, an average of 2~3 game balls enter the second major prize opening 128. In a minor win game when minor win symbol Z5 is displayed on the second special symbol indicator 162, an average of 3~4 game balls enter the second major prize opening 128. Furthermore, in a minor win game where the minor win symbol Z6 is displayed on the second special symbol indicator 162, approximately the prescribed number of game balls will enter the second major prize entry point 128.

[0195] When a game ball enters the second large prize slot 128, for example, 15 prize balls are dispensed for every one game ball that enters. As a result, in the most advantageous state, the ratio of the number of prize balls to the number of balls launched becomes 100:120, and the number of game balls can be increased simply by continuously launching game balls towards the second game area 116b.

[0196] Furthermore, in this optimal state, the normal game state becomes a non-time-saving game state, and the movable piece 120b is almost never in the open state. In addition, in the optimal state, the special game state becomes a high-probability game state, and since the probability of winning a jackpot in the optimal state is approximately 1 / 105.7, it can be said that in the optimal state, the next jackpot is practically guaranteed.

[0197] In this most advantageous state, according to the special 2 reserve which is the actual variable target, if a jackpot is won, special symbols F to J will be determined as the jackpot symbols. If special symbol F is determined, four rounds of gameplay will be performed in the jackpot game, and the game state after the jackpot game will be the low probability time-saving state shown in Figure 19(b). If special symbols G or I are determined, four or ten rounds of gameplay will be performed in the jackpot game, and the game state after the jackpot game will be the high probability time-saving state. If special symbols H or J are determined, four or ten rounds of gameplay will be performed in the jackpot game, and the game state after the jackpot game will be the high probability premonition state.

[0198] The most advantageous state offers an extremely high degree of advantage compared to other game states, therefore, the primary objective of playing in game machine 100 is to transition to the most advantageous state. As mentioned above, gameplay begins in the normal state, but it does not transition directly from this normal state to the most advantageous state. Therefore, the transition route to the most advantageous state in game machine 100 involves going through a high-probability premonition state.

[0199] Furthermore, in the simultaneous spinning example, in addition to the time-saving mode ending during the high-probability pre-announcement state, winning a specific minor win symbol is set as a condition for transitioning from the high-probability pre-announcement state to the most advantageous state. Specifically, if a minor win is won with the special 1 reserve, which is the actual target of the spinning during the high-probability pre-announcement state, the minor win symbol will be determined with a probability of 1% for special symbol Z1, 69% for special symbol Z2, and 30% for special symbol Z3 (see Figure 8(c)).

[0200] At this point, if the special symbol Z1 is determined as the minor win symbol, the time-saving game state ends with the end of the minor win game, and as a result, the game state transitions to the most advantageous state.

[0201] Thus, because the game transitions to the most advantageous state upon winning a specific minor prize, it constantly provides players with a sense of anticipation and tension, compared to a system where the game transitions to the most advantageous state only when the number of spins reaches a predetermined number (100 spins).

[0202] In addition, during the high-probability pre-announcement state, high-probability time-saving state, and low-probability time-saving state described above, there is a probability of winning a minor win of approximately 1 / 3.45. Therefore, even in the high-probability pre-announcement state, high-probability time-saving state, and low-probability time-saving state, minor win games are executed frequently, just as in the most advantageous state. However, in the high-probability pre-announcement state, high-probability time-saving state, and low-probability time-saving state, the normal game state is a time-saving game state. Furthermore, as will be explained in more detail later, even during minor win games, the normal game state is maintained as a time-saving game state. Therefore, although the second large prize entry point 128 opens during minor win games, the first variable start point 120B also opens during this time.

[0203] As described above, the first variable start port 120B is located above the second large prize port 128, and furthermore, in the time-saving game state, the opening time of the first variable start port 120B is significantly longer than the opening time of the second large prize port 128. Therefore, in the high probability premonition state, high probability time-saving state, and low probability time-saving state, almost all of the game balls flowing down the second game area 116b enter the first variable start port 120B, and almost no game balls enter the second large prize port 128. As a result, in the high probability premonition state, high probability time-saving state, and low probability time-saving state, unlike the most advantageous state, even if you shoot to the right during gameplay, the number of game balls will gradually decrease.

[0204] As described above, when the game progresses according to the actual variable target in accordance with the original gameplay, if a jackpot is won, the game state after the jackpot will be set to one of the following: low probability time-saving state, high probability time-saving state, or high probability pre-announcement state. The high probability time-saving state and high probability pre-announcement state are similar in that the special game state is the high probability game state and the normal game state is the time-saving game state. On the other hand, the high probability time-saving state continues until the next jackpot is won, whereas the high probability pre-announcement state differs in that the game state transitions to the most advantageous state when a specific minor win (special symbol Z1) is won or the time-saving state ends.

[0205] Furthermore, in the high-probability time-saving state, the variation time for minor wins and losses is set to 1 second, whereas in the high-probability pre-announcement state, the variation time for minor wins and losses is set within the range of 3 to 10 seconds (see Figure 13(b)). In other words, the average variation time in the high-probability time-saving state is set to be shorter than the average variation time in the high-probability pre-announcement state.

[0206] Therefore, in the high-probability time-saving state, the variation time during minor wins and misses is relatively short, so the actual variation targets can be processed at high speed until a big win is achieved. Although a detailed explanation is omitted, during the variation time of special symbols, the sub-control board 330 displays the variation of the performance symbols 210a, 210b, and 210c. In the high-probability time-saving state, the variation display of the performance symbols 210a, 210b, and 210c is also relatively short. As a result, in the high-probability time-saving state, as long as the special 1 reserve is stored, the special 1 reserve (variation display of performance symbols 210a, 210b, and 210c) will continue to be processed at high speed, shortening the time until a big win is achieved and allowing the player to play until the next big win without (or with reduced) stress.

[0207] On the other hand, in the high-probability premonition state, the fluctuation time during minor wins and losses is relatively long, but the sub-control board 330 displays an animation indicating whether or not it will transition to the most advantageous state. Therefore, players can play while expecting to transition to the most advantageous state.

[0208] Thus, in the high-probability time-saving state, even if a specific minor win (special symbol Z1) is achieved, the game will not transition to the most advantageous state. However, by setting the average spin time to be shorter, the time until the next big win can be shortened, reducing stress for the player. On the other hand, in the high-probability premonition state, the average spin time is set to be longer compared to the high-probability time-saving state. However, during that spin time, the game can be designed to show whether or not it will transition to the most advantageous state, giving the player a sense of anticipation and tension.

[0209] As described above, a high-probability time-saving state and a high-probability pre-announcement state are provided, in which the special game state is a high-probability game state and the normal game state is a time-saving game state. By making the average variation time of the high-probability time-saving state shorter than the average variation time of the high-probability pre-announcement state, a new type of gameplay can be provided.

[0210] Figure 20 illustrates the transition of the game state when the game is not played properly in the simultaneous spinning example. As described above, in the game machine 100, the display of symbol changes in the first special symbol display 160 and the display of symbol changes in the second special symbol display 162 are performed simultaneously. In this case, if there is a possibility that the player may suffer a disadvantage as a result of a big win lottery being performed with a reserve other than the actual target of the change, the change time is set to a long period of time, such as 10 minutes. However, after a big win lottery is performed with a reserve other than the actual target of the change, the jackpot may be confirmed with a reserve other than the actual target of the change as a result of, for example, interrupting the game. In this case, the game state will transition as shown in Figure 20.

[0211] The following describes the main processes of the main control board 300 that enable the above-mentioned gameplay.

[0212] Figure 21 is a diagram illustrating the game machine status flags in a reference example of simultaneous operation. In the main control board 300, whether or not the game is in a state where it can proceed is managed by the game machine status flags. The game machine status flags are set to one of six flag values ​​from 00H to 05H. A flag value of 00H indicates that the game is playable. When the game machine status flag is 00H, the game is controlled to proceed, and when the game machine status flag is anything other than 00H, the game is stopped.

[0213] 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.

[0214] (CPU initialization process of the main control board 300) Figure 22 is a first flowchart illustrating the CPU initialization process in the main control board 300 related to the simultaneous rotation example, and Figure 23 is a second flowchart illustrating the CPU initialization process in the main control board 300 related to the simultaneous rotation example.

[0215] 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).

[0216] (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.

[0217] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.

[0218] (Step S100-5) The main CPU 300a determines whether it has detected a power failure warning signal. The main control board 300 is equipped with a power failure detection circuit, and when the power supply voltage falls below a predetermined value, the power failure detection circuit outputs a power failure warning signal. If a power failure warning signal is detected, the process proceeds to step S100-3 above; if a power failure warning signal is not detected, the process proceeds to step S100-7.

[0219] (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.

[0220] (Step S100-9) The main CPU 300a performs the necessary processing to allow access to the main RAM 300c.

[0221] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine's state flag before the power was cut off into the D register.

[0222] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum stored at the time of power failure, and whether the backup flag is normal. If it is determined that both the backup flag and the checksum are normal, the process moves to step S100-15. If it is determined that either or both are not normal, the process moves to step S100-25.

[0223] (Step S100-15) The main CPU 300a sets the starting address of the main RAM 300c to an address that does not contain the setting value or the gaming machine status flag.

[0224] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal is being input from the RAM clear switch 182s (i.e., whether the RAM clear button is being pressed). If it determines that a RAM clear operation signal is being input, the process moves to step S100-31; if it determines that no RAM clear operation signal is being input, the process moves to step S100-19.

[0225] (Step S100-19) The main CPU 300a determines whether the flag value of the game machine status flag loaded in step S100-11 is 00H (playable state), whether the setting change switch 180s is ON, and whether the middle frame 104 is open. If it determines that all three conditions are met, the process moves to step S100-21; if it determines that even one of the three conditions is not met, the process moves to step S100-23.

[0226] (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.

[0227] (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.

[0228] (Step S100-25) The main CPU 300a sets the D register to 05H (checksum error state).

[0229] (Step S100-27) The main CPU 300a performs out-of-bounds read / write checks, which involve checking and clearing read / write memory in unused areas.

[0230] (Step S100-29) The main CPU 300a sets the address containing the setting value and the gaming machine status flag to the starting address of the main RAM 300c that is to be cleared.

[0231] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the area being used.

[0232] (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.

[0233] (Step S100-35) The main CPU 300a sets the D register to 04H (RAM abnormal state) and moves processing to step S100-45.

[0234] (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.

[0235] (Step S100-39) The main CPU 300a sets the D register to 00H (ready to play).

[0236] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. If it determines that the setting change conditions are met, the process moves to step S100-43; if it determines that the setting change conditions are not met, the process moves to step S100-45. Here, the setting change conditions include at least the setting change switch 180s being ON, the middle frame 104 being open, and a RAM clear operation signal being input from the RAM clear switch 182s.

[0237] (Step S100-43) The main CPU 300a sets the D register to 01H (setting change state).

[0238] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine status flag.

[0239] (Step S100-47) The main CPU 300a performs an initialization process to clear the main RAM 300c that is targeted for clearing during RAM clearing, and then proceeds to step S100-49.

[0240] (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).

[0241] (Step S100-51) The main CPU 300a loads the gaming machine status flags.

[0242] (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.

[0243] (Step S110) The main CPU 300a performs the subcommand set processing. This subcommand set processing will be explained later.

[0244] (Step S100-55) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330.

[0245] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0246] (Step S100-59) The main CPU 300a performs the process to disable interrupts.

[0247] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. This initial value update random number is used to determine the initial and final values ​​of the winning symbol random number. In other words, when the winning symbol random number update process described later cycles from the initial value update random number for the winning symbol random number to the current initial value update random number - 1, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.

[0248] (Step S100-63) The main CPU 300a analyzes the received data (main command) from the dispensing control board 310 and performs various processes according to the received data.

[0249] (Step S100-65) The main CPU 300a performs processing to send subcommands stored in the transmit buffer to the sub-control board 330.

[0250] (Step S100-67) The main CPU 300a performs the processing required to enable interrupts.

[0251] (Step S100-69) The main CPU 300a updates the random numbers for determining the reach group, the random numbers for determining the reach mode, and the random numbers for determining the variation pattern, and then repeats the process from step S100-59 described above. In the following, the random numbers for determining the reach group, the random numbers for determining the reach mode, and the random numbers for determining the variation pattern will be collectively referred to as random numbers for variation effects.

[0252] Figure 24 is a flowchart illustrating the subcommand group setting process (S110) in the main control board 300 related to a reference example of simultaneous rotation.

[0253] (Step S110-1) The main CPU 300a loads the flag values ​​of the gaming machine status flags.

[0254] (Step S110-3) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330.

[0255] (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.

[0256] (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.

[0257] (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.

[0258] (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.

[0259] (Step S110-13) The main CPU 300a performs a count command setting process, which involves setting a count command indicating the remaining number of turns in the time-saving game state into the transmission buffer.

[0260] (Step S110-15) The main CPU 300a performs a variable pattern selection state specification command setting process, which sets a variable pattern selection state specification command, indicating the variable pattern selection state, into the transmit buffer.

[0261] (Step S110-17) The main CPU 300a performs a special game phase specification command setting process, which sets a special game phase specification command, indicating the special game management phase, into the transmission buffer. The special game management phase will be described later.

[0262] (Step S110-19) The main CPU 300a determines whether the special game management phase is in a state of waiting for a special symbol change. If it determines that it is in a state of waiting for a special symbol change, it proceeds to step S110-21; if it determines that it is not in a state of waiting for a special symbol change, it terminates the subcommand group set process.

[0263] (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.

[0264] 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.

[0265] (Power outage saving process for main control board 300 (XINT interrupt processing)) Figure 25 is a flowchart illustrating the power failure escape process (XINT interrupt processing) in the main control board 300 for a simultaneous operation example. 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 escape process.

[0266] (Step S300-1) When a power failure warning signal is received, the main CPU 300a saves its registers.

[0267] (Step S300-3) The main CPU 300a checks for a power failure warning signal.

[0268] (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.

[0269] (Step S300-7) The main CPU 300a restores the registers.

[0270] (Step S300-9) The main CPU 300a performs the process to enable interrupts and then terminates the power-out save process.

[0271] (Step S300-11) The main CPU 300a executes an output port clear process, which stops the output from the output port.

[0272] (Step S300-13) The main CPU 300a performs a checksum setting process that calculates and saves the checksum.

[0273] (Step S300-15) The main CPU 300a performs the necessary RAM protection configuration process to prevent access to the main RAM 300c.

[0274] (Step S300-17) The main CPU 300a sets a predetermined number of power failure detection signals in the loop counter's counter value in order to set the power failure monitoring time.

[0275] (Step S300-19) The main CPU 300a checks for a power failure warning signal.

[0276] (Step S300-21) 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 S300-17; if it determines that it has not detected a power failure warning signal, it proceeds to step S300-23.

[0277] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.

[0278] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is not zero. If it determines that the counter value is not zero, it proceeds to step S300-19; if it determines that the counter value is zero, it proceeds to the CPU initialization process described above (step S100).

[0279] If a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are looping.

[0280] (Timer interrupt processing on the main control board 300) Figure 26 is a flowchart illustrating the timer interrupt processing in the main control board 300 in the simultaneous rotation example. The main control board 300 is equipped with a reset clock pulse generation circuit that generates a clock pulse at predetermined intervals (4 milliseconds in the simultaneous rotation example, hereinafter referred to as "4ms"). When a clock pulse is generated by the reset clock pulse generation circuit, the CPU initialization process (step S100) is interrupted and the following timer interrupt processing is executed.

[0281] (Step S400-1) The main CPU 300a saves the registers.

[0282] (Step S400-3) The main CPU 300a performs the processing required to enable interrupts.

[0283] (Step S400-5) The main CPU 300a outputs common data set in the common output buffer to the output port and performs dynamic port output processing to control the illumination of 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, the right-hand hit notification indicator 172, and the performance display monitor 184.

[0284] (Step S400-7) The main CPU 300a reads various input port information and performs port input processing to accurately obtain the latest switch status.

[0285] (Step S400-9) The main CPU 300a loads the flag values ​​of the gaming machine status flags.

[0286] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it determines that it is 00H, it proceeds to step S400-15; otherwise, it proceeds to step S400-13.

[0287] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is 03H (setting abnormal state) or higher. If it determines that it is 03H or higher, it proceeds to step S400-29; if it determines that it is not 03H or higher, it proceeds to step S450.

[0288] (Step S450) The main CPU 300a executes the configuration-related processing and then moves the process to step S400-29. The configuration-related processing will be described later.

[0289] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, unless otherwise specified, the timer counters are decremented each time the main control board 300 processes a timer interrupt, and the decrementing stops when they reach zero.

[0290] (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.

[0291] (Step S400-19) The main CPU 300a performs the process of updating the winning symbol random number. Specifically, it updates the random number counter by incrementing it by 1, and if the result of the increment exceeds the maximum value of the random number range, it resets the random number counter to 0. When the random number counter completes one cycle, it updates the random number from the value of the initial random number used for the winning symbol random number at that time.

[0292] Although a detailed explanation will be omitted, in the simultaneous spinning example, the jackpot determination random number and the win determination random number use hardware random numbers updated by a hardware random number generation unit built into the main control board 300. The hardware random number generation unit updates both the jackpot determination random number and the win determination random number according to a certain rule, automatically changing the random number sequence each time the random number sequence completes a cycle, and changing the starting value each time the system is reset.

[0293] (Step S500) The main CPU 300a performs switch management processing to determine whether or not there is signal input from the first fixed start port detection switch 120As, the first variable start port detection switch 120Bs, the second start port detection switch 122s, the gate detection switch 124s, the general operation port detection switch 125s, the first major prize port detection switch 126s, and the second major prize port detection switch 128s. Details of this switch management processing will be described later.

[0294] (Step S600) The main CPU 300a executes special game management processing to control the progress of the display of special symbols based on special 2 reserves, which are part of the special game. Details of this special game management processing will be described later.

[0295] (Step S600) The main CPU 300a executes special game management processing to control the progress of the display of special symbols based on special 1 reserve, one of the special games. Here, the same program (module) as the special game management processing for controlling the progress of the display of special symbols based on special 2 reserve is read, and the special game management processing for controlling the progress of the display of special symbols based on special 1 reserve is executed.

[0296] (Step S700) The main CPU 300a executes special electric mechanism game management processing to control the progress of major and minor win games in special games. Details of this special electric mechanism game management processing will be described later.

[0297] (Step S800) 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.

[0298] (Step S400-21) The main CPU 300a performs error management processing to determine various errors and configure settings according to the error determination results.

[0299] (Step S400-23) The main CPU 300a checks the general prize entry detection switch 118s, the first start entry detection switch 120s, the second start entry detection switch 122s, the first major prize entry detection switch 126s, and the second major prize entry detection switch 128s, and executes prize entry switch processing to add the corresponding prize ball control counters, etc.

[0300] (Step S400-25) The main CPU 300a executes payout control management processing to create and send payout commands based on the counter value of the prize ball control counter set in step S400-23 above.

[0301] (Step S400-27) The main CPU 300a executes launch position specification management processing to send a launch position specification command to the sub-control board 330, which instructs the launch position of the game ball, that is, to either the first game area 116a or the second game area 116b, to launch the game ball.

[0302] (Step S400-29) The main CPU 300a executes external information management processing to set output data for external information to be output externally from the game information output terminal board 312.

[0303] (Step S400-31) The main CPU 300a executes LED display setting processing, which sets display data for controlling the lighting of various indicators (LEDs) such as 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 shooting notification indicator 172 into the output buffer corresponding to each common.

[0304] (Step S400-33) The main CPU 300a performs solenoid output image synthesis processing to synthesize the solenoid output images of the standard electric prize solenoid 120c, the first large prize solenoid 126c, and the second large prize solenoid 128c, and store them in the output port buffer.

[0305] (Step S400-35) The main CPU 300a performs port output processing to output the values ​​of the common output buffer stored in each output port buffer to the output port.

[0306] (Step S400-37) The main CPU 300a performs the process to disable interrupts.

[0307] (Step S400-39) The main CPU 300a uses the unused area of ​​the main RAM 300c to perform processing to calculate the base ratio to be displayed on the performance display monitor 184, and executes performance display monitor control processing to set common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer. In the performance display monitor control processing, the base ratio is calculated at predetermined intervals. Here, the performance display monitor 184 may switch between displaying the base ratio for the current period and the base ratio for previous periods at predetermined intervals. Also, the base ratio displayed on the performance display monitor 184 may be switched in response to predetermined operations.

[0308] (Step S400-41) The main CPU 300a resets its registers and terminates the timer interrupt processing.

[0309] Figure 27 is a flowchart illustrating the setting-related processing (S450) for a reference example of simultaneous operation.

[0310] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (settings changed state). If it determines that the value is 01H, it proceeds to step S450-3; if it determines that the value is not 01H, it proceeds to step S450-15.

[0311] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a designated processing area.

[0312] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is pressed (i.e., whether a RAM clear operation signal is input). If it determines that the RAM clear switch 182s is pressed, the process moves to step S450-7; if it determines that the RAM clear switch 182s is not pressed, the process moves to step S450-9.

[0313] (Step S450-7) The main CPU 300a adds 1 to the processing area setting value.

[0314] (Step S450-9) The main CPU 300a determines whether the setting value of the processing area is within the range of 1 to 6. If it determines that the setting value is within the range of 1 to 6, it proceeds to step S450-13; otherwise, it proceeds to step S450-11.

[0315] (Step S450-11) The main CPU 300a sets the processing area setting to 1.

[0316] (Step S450-13) The main CPU 300a sets the processing area settings in the setting value buffer.

[0317] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is turned on. If it determines that the setting change switch 180s is turned on, it terminates the setting-related processing. If it determines that the setting change switch 180s is not turned on, it proceeds to step S450-17.

[0318] (Step S450-17) The main CPU 300a sets a command indicating the completion of configuration-related processing into the send buffer.

[0319] (Step S110) The main CPU 300a executes the subcommand set processing shown in Figure 24. That is, when setting-related processing is executed, the following commands are sent to the sub-control board 330 upon completion: machine command, setting value specification command, special figure 1 hold specification command, special figure 2 hold specification command, count command, variation pattern selection state specification command, special figure phase specification command, and customer waiting specification command.

[0320] (Step S450-19) The main CPU 300a sets the gaming machine status flag to 00H (playable state) and terminates the processing related to that setting.

[0321] As described above, according to the simultaneous rotation example, when the middle frame 104 is opened, the setting change switch 180s is turned on, and the RAM clear button is pressed, and the power is turned on normally, the game machine state flag is set to 01H (setting change state) during the CPU initialization process (Figure 22). After that, the timer interrupt process is executed, but because the game machine state flag is set to 01H (setting change state), all processes related to the progress of the game (steps S400-15 to S400-27 in Figure 26) are stopped and setting-related processes are executed.

[0322] The setting-related processing is executed repeatedly while the setting change switch 180s is ON, and during this setting-related processing, pressing the RAM clear button is accepted as a setting change operation for the registered setting value. In other words, during the setting change processing (S450-1 to S450-13) that accepts setting change operations, the registered setting value stored in the setting value buffer is switched to one of the multiple setting values ​​provided in response to the setting change operation.

[0323] Then, when the setting change switch 180s is switched off while the game machine status flag is set to 01H (settings changed state), the setting change process ends, and the game machine status flag is set to 00H (playable state). As a result, processing related to the progress of the game can be executed from the next timer interrupt process.

[0324] In the simultaneous rotation example, the setting-related processing involves pressing the RAM clear button, i.e., after the acceptance of the setting change operation for the registered setting value has finished. In the subcommand group set processing, a setting value specification command corresponding to the registered setting value is sent to the sub-control board 330. On the other hand, while the setting change operation is being accepted, the setting value specification command is not sent to the sub-control board 330. In this way, by not sending the setting value specification command while the setting change operation is being accepted, and only sending the setting value specification command when the acceptance of the setting change operation has finished and the game can proceed, the risk of the registered setting value being illegally acquired can be reduced.

[0325] Furthermore, in the simultaneous rotation example, multiple flag values, including at least 01H (setting change state), are switched. When 01H (setting change state) is set in the game machine state flag, setting-related processing becomes executable, and the game progresses to a halt. In this way, setting-related processing is not executed while the game is in progress, and no setting value specification commands are sent while the game is in progress, thus reducing the risk of registered setting values ​​being illegally acquired.

[0326] Next, we will explain in detail the following timer interrupt processing steps: the switch management process in step S500, the special game management process in step S600, the special electric bonus game management process in step S700, and the normal game management process in step S800.

[0327] Figure 28 is a flowchart illustrating the switch management process (step S500) in the main control board 300 related to a reference example of simultaneous rotation.

[0328] (Step S500-1) The main CPU 300a determines whether the gate detection switch is on, that is, whether a game ball has passed through gate 124 and the detection signal from gate detection switch 124s has been turned on. If it is determined that the gate detection switch is on, the process moves to step S510; if it is determined that the gate detection switch is not on, the process moves to step S500-7.

[0329] (Step S510) The main CPU 300a executes gate passage processing based on the passage of the game ball through gate 124. Details of this gate passage processing will be described later.

[0330] (Step S500-3) The main CPU 300a determines whether the regular display opening detection switch is ON, that is, whether a game ball has entered the regular display opening 125 and the detection signal from the regular display opening detection switch 125s has been turned ON. If it is determined that the regular display opening detection switch is ON, the process moves to step S510; if it is determined that the regular display opening detection switch is NOT ON, the process moves to step S500-5.

[0331] (Step S510) The main CPU 300a executes gate passage processing based on the entry of a game ball into the regular operation opening 125.

[0332] (Step S500-5) The main CPU 300a determines whether the first fixed start port detection switch is ON, that is, whether a game ball has entered the first fixed start port 120A and a detection signal has been input from the first fixed start port detection switch 120As. If it determines that the first fixed start port detection switch is ON, the process moves to step S520; if it determines that the first fixed start port detection switch is NOT ON, the process moves to step S500-7.

[0333] (Step S520) The main CPU 300a executes the first start gate passage process based on the entry of a game ball into the first fixed start gate 120A. Details of this first start gate passage process will be described later.

[0334] (Step S500-7) The main CPU 300a determines whether the first variable start port detection switch is ON, that is, whether a game ball has entered the first variable start port 120B and a detection signal has been input from the first variable start port detection switch 120Bs. If it determines that the first variable start port detection switch is ON, the process moves to step S520; if it determines that the first variable start port detection switch is NOT ON, the process moves to step S500-11.

[0335] (Step S520) The main CPU 300a executes the first start gate passage process based on the entry of a game ball into the first variable start gate 120B. Details of this first start gate passage process will be described later.

[0336] (Step S500-9) The main CPU 300a determines whether the game ball was properly entered into the first variable start port 120B. If it determines that the game ball was not properly entered, it executes a normal electric prize entry confirmation process to send a command to the sub-control board 330 indicating that an illegal entry of a game ball into the first variable start port 120B has occurred.

[0337] (Step S500-11) The main CPU 300a determines whether the second start port detection switch is ON, that is, whether a game ball has entered the second start port 122 and a detection signal has been input from the second start port detection switch 122s. If it determines that the second start port detection switch is ON, the process moves to step S530; if it determines that the second start port detection switch is NOT ON, the process moves to step S500-13.

[0338] (Step S530) The main CPU 300a executes a second start gate passage process based on the entry of a game ball into the second start gate 122. Details of this second start gate passage process will be described later.

[0339] (Step S500-13) The main CPU 300a determines whether the big prize slot detection switch is ON, that is, whether a game ball has entered the first big prize slot 126 or the second big prize slot 128 and a detection signal has been input from the first big prize slot detection switch 126s or the second big prize slot detection switch 128s. If it is determined that the big prize slot detection switch is ON, the process moves to step S540; if it is determined that the big prize slot detection switch is NOT ON, the switch management process ends.

[0340] (Step S540) The main CPU 300a determines whether the game ball has been properly entered into the first or second large prize slot 126. If it determines that the game ball has been properly entered, it executes a large prize slot passage process to send a large prize slot entry command to the sub-control board 330, indicating that the game ball has been entered into the first or second large prize slot 126. Details of this large prize slot passage process will be described later.

[0341] Figure 29 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 related to a reference example of simultaneous rotation.

[0342] (Step S510-1) The main CPU 300a loads the winning random number updated by the hardware random number generator.

[0343] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol ball count counter is greater than or equal to the maximum value, that is, whether the counter value of the normal symbol ball count counter is 4 or greater. If it determines that the counter value of the normal symbol ball count counter is greater than or equal to the maximum value, the gate passage process is terminated. If it determines that the normal symbol ball count counter is not greater than or equal to the maximum value, the process moves to step S510-5.

[0344] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol ball count counter to the current counter value plus "1".

[0345] (Step S510-7) The main CPU 300a determines which of the four memory units in the general data hold memory area will be used to save the acquired winning random number.

[0346] (Step S510-9) The main CPU 300a saves the random number used to determine the winner, obtained in step S510-1, to the target memory unit calculated in step S510-7.

[0347] (Step S510-11) The main CPU 300a sets a "normal diagram hold" command, which indicates the number of normal diagrams held in the normal diagram hold memory area, into the transmission buffer and terminates the gate passage process.

[0348] Figure 30 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300 related to a reference example of simultaneous rotation.

[0349] (Step S520-1) The main CPU 300a sets the special symbol identification value to "00H". The special symbol identification value is used to identify whether the hold type is Special 1 hold or Special 2 hold. The special symbol identification value (00H) indicates Special 1 hold, and the special symbol identification value (01H) indicates Special 2 hold.

[0350] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.

[0351] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and then terminates the first start gate passage process. This special symbol random number acquisition process is executed using a module common to the second start gate passage 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 passage process.

[0352] Figure 31 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 related to a reference example of simultaneous rotation.

[0353] (Step S530-1) The main CPU 300a is set to "01H" as the special symbol identification value.

[0354] (Step S530-3) The main CPU 300a sets the address for the special symbol 2 reserved ball count counter.

[0355] (Step S535) The main CPU 300a executes the special symbol random number acquisition process described later, and then terminates the process of passing through the second starting gate.

[0356] Figure 32 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300 related to the simultaneous rotation example. This special symbol random number acquisition process is executed using a common module in the first start gate passage process (step S520) and the second start gate passage process (step S530) described above.

[0357] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.

[0358] (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 step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the number of special 1 reserved balls, is loaded. Also, if the special symbol identification value loaded in step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the number of special 2 reserved balls, is loaded.

[0359] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.

[0360] (Step S535-7) The main CPU 300a determines whether the number of special symbol reserved balls loaded in step S535-3 is equal to or greater than the upper limit. If it determines that the number is equal to or greater than the upper limit, it terminates the special symbol random number acquisition process. If it determines that the number is not equal to or greater than the upper limit, it proceeds to step S535-9.

[0361] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol ball count counter to the current counter value plus "1".

[0362] (Step S535-11) The main CPU 300a determines which memory unit within the special symbol hold memory area will be used to save the acquired jackpot determination random number.

[0363] (Step S535-13) The main CPU 300a acquires the jackpot determination random number loaded in step S535-5, the winning symbol random number updated in step S400-19, and the variation pattern random number updated in step S100-69, and stores them in the target memory unit calculated in step S535-11.

[0364] (Step S535-15) The main CPU 300a loads the counter values ​​for the Special Symbol 1 Reserved Ball Counter and the Special Symbol 2 Reserved Ball Counter.

[0365] (Step S535-17) The main CPU 300a sets a special symbol hold designation command in the transmission buffer based on the counter value loaded in step S535-15 above. Here, the special symbol 1 hold designation command is set based on the counter value of the special symbol 1 hold ball count counter (special 1 hold count), and the special symbol 2 hold designation command is set based on the counter value of the special symbol 2 hold ball count counter (special 2 hold count). As a result, each time a special 1 hold or special 2 hold is stored, the special 1 hold count and the special 2 hold count are transmitted to the sub-control board 330.

[0366] (Step S536) The main CPU 300a performs an acquisition-time performance determination process and then terminates the acquisition process for the special symbol random number. In this acquisition-time performance determination process, the result of the big role lottery and the variation pattern number are provisionally determined, and a pre-read specification command corresponding to the result of the provisional determination is sent to the sub-control board 330. This acquisition-time performance determination process will be explained using Figure 33.

[0367] Figure 33 is a flowchart illustrating the acquisition-time performance determination process (step S536) in the main control board 300 related to a simultaneous rotation example.

[0368] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number table based on the currently set settings. Specifically, it selects a corresponding jackpot determination random number table based on the current game state and the currently set settings. Then, based on the selected table and the jackpot determination random number stored in the target memory unit in step S535-13 above, it performs a special symbol win provisional determination process to provisionally determine whether it is a jackpot, a minor win, or a miss.

[0369] (Step S536-3) The main CPU 300a executes a special symbol provisional determination process to provisionally determine the special symbols. Here, if the result of the provisional big win lottery in step S536-1 (the result derived by the special symbol provisional win determination process) is a big win or a small win, the system loads the winning symbol random number, the winning type (whether it is a big win or a small win), and the hold type stored in the target memory in step S535-13, 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 big win or small win symbol). If the result of the provisional big win lottery in step S536-1 is a miss, the system saves the predetermined special symbol determination data for misses (type of miss symbol).

[0370] (Step S536-5) The main CPU 300a sets the pre-read symbol type specification command (pre-read specification command) corresponding to the special symbol judgment data saved in step S536-3 into the transmission buffer.

[0371] (Step S536-7) The main CPU 300a determines whether the result derived from the special symbol win provisional determination process in step S536-1 is a big win or a small win. If it determines that it is a big win or a small win, it proceeds to step S536-9; if it determines that it is neither a big win nor a small win (i.e., a loss), it proceeds to step S536-11.

[0372] (Step S536-9) The main CPU 300a sets the random number determination table for determining the reach mode when a big win occurs (see Figures 10(b) and (c)) or the random number determination table for determining the reach mode when a small win occurs (Figures 10(d) and (e)), and then proceeds to step S536-19.

[0373] (Step S536-11) The main CPU 300a loads the random number used to determine the reach group, which was stored in the target memory unit in step S535-13 above.

[0374] (Step S536-13) The main CPU 300a determines whether the random number used to determine the reach group loaded in step S536-11 is a fixed value (9000 or greater). Here, the group type is determined by referring to the random number determination table for determining the reach group, which is selected according to the number of reserved numbers stored. At this time, the random number used to determine the reach group is obtained from the range of 0 to 10006. If the value of the random number used to determine the reach group is 9000 or greater, the same random number determination table is selected regardless of the number of reserved numbers. If the value of the random number used to determine the reach group is less than 9000, a different random number determination table is selected according to the number of reserved numbers. Hereinafter, among the random numbers used to determine the reach group, values ​​in the range of 0 to 8999 for which a different random number determination table is selected according to the number of reserved numbers will be referred to as undefined values, and values ​​in the range of 9000 to 10006 for which the same random number determination table is selected regardless of the number of reserved numbers will be referred to as fixed values. If it is determined that the random number used to determine the reach group loaded in step S536-11 is a fixed value (9000 or greater), the process moves to step S536-15. If it is determined that the random number used to determine the reach group loaded in step S536-11 is not a fixed value (9000 or greater), the process moves to step S536-27.

[0375] (Step S536-15) The main CPU 300a sets up the reach group determination random number judgment table (see Figure 9). Note that there are multiple types of reach group determination random number judgment tables depending on the number of reserved numbers, but here, the table used when the number of reserved numbers is 0 is selected. Then, based on the set reach group determination random number judgment table and the reach group determination random number stored in the target memory unit in step S535-13 above, the reach group (group type) is provisionally determined.

[0376] (Step S536-17) The main CPU 300a sets a random number determination table for determining the reach mode when a loss occurs (see Figure 10(a)) corresponding to the group type provisionally determined in step S536-15 above, and then moves the process to step S536-19.

[0377] (Step S536-19) The main CPU 300a provisionally determines the variation mode number based on the reach mode determination random number judgment table set in step S536-9 or step S536-17 and the reach mode determination random number stored in the target memory in step S535-13. At this point, along with the variation mode number, the variation pattern random number judgment table is also provisionally determined.

[0378] (Step S536-21) The main CPU 300a sets a look-ahead specified variable mode command (look-ahead specified command) corresponding to the variable mode number provisionally determined in step S536-19 above into the transmit buffer.

[0379] (Step S536-23) The main CPU 300a provisionally determines the variation pattern number based on the variation pattern random number determination table provisionally determined in step S536-19 and the variation pattern random numbers stored in the target memory unit in step S535-13.

[0380] (Step S536-25) The main CPU 300a sets the pre-read specified variation pattern command (pre-read specified command) corresponding to the variation pattern number provisionally determined in step S536-23 above into the transmission buffer, and terminates the acquisition time performance determination process.

[0381] (Step S536-27) The main CPU 300a sets an undefined value command (pre-read specified variation mode command and pre-read specified variation pattern command = 7FH) in the transmission buffer for newly stored hold data in the target memory unit, indicating that the group type, i.e., the variation pattern, will change according to the number of hold data at the time the hold data is read, and then terminates the performance determination process at the time of acquisition.

[0382] Figure 34 is a flowchart illustrating the process of passing through the main prize slot (step S540) in the main control board 300 for a simultaneous rotation example.

[0383] (Step S540-1) If the main CPU 300a determines in step S500-13 that the big prize slot detection switch has been turned on, it loads the special electric prize game management phase, which will be described in more detail later. As will be described in more detail later, the special electric prize game management phase indicates the stage of execution processing for the big prize game or the small prize game, that is, the progress of the big prize game or the small prize game, and is updated according to the stage of execution processing for the big prize game or the small prize game.

[0384] (Step S540-3) The main CPU 300a determines whether the special electric prize game management phase loaded in step S540-1 indicates an execution process stage of pre-opening the big prize slot or higher. The special electric prize game management phase has nine stages from 00H to 08H, of which 01H to 08H correspond to execution processes of pre-opening the big prize slot or higher. Since big prize games or small prize games are executed when the special electric prize game management phase is 01H to 08H, the main CPU 300a determines whether a big prize game or a small prize game is currently in progress. If it is determined that the special electric prize game management phase indicates an execution process stage of pre-opening the big prize slot or higher, the process moves to step S540-5. If it is determined that the special electric prize game management phase does not indicate an execution process stage of pre-opening the big prize slot or higher, the process moves to step S540-7.

[0385] (Step S540-5) The main CPU 300a sets a large prize slot entry command in the transmission buffer, indicating that a game ball has been properly entered into either the first large prize slot 126 or the second large prize slot 128, and then terminates the large prize slot passage process.

[0386] (Step S540-7) The main CPU 300a determines that the entry of the game ball into the first or second large prize slot 126 is inappropriate, executes the prescribed error processing, and terminates the large prize slot passage process.

[0387] Figure 35 is a diagram illustrating the special game management phase in the simultaneous rotation example. As already explained, in the simultaneous rotation example, a special game triggered by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game triggered by the passage of a game ball through the gate 124 or the entry of a game ball into the normal operation port 125 proceed simultaneously. The processing related to the special game is executed in stages and repeatedly, and the main control board 300 manages each of these special game-related processes through the special game management phase and the special electric mechanism game management phase.

[0388] As shown in Figure 35, the main ROM 300b stores multiple special game control modules for executing and controlling the display of special symbols during special games, and each of these special game control modules is associated with a special game management phase. Specifically, when the special game management phase is "00H", a module for executing the "waiting for special symbol variation process" is called; when the special game management phase is "01H", a module for executing the "special symbol variation in progress process" is called; and when the special game management phase is "02H", a module for executing the "special symbol stop and display process" is called.

[0389] Furthermore, the main ROM 300b stores multiple special electric prize game control modules for executing and controlling the major prize game and minor prize game among the special games, and each of these special electric prize game control modules is associated with a special electric prize game management phase. Specifically, when the special electric prize game management phase is "01H" or "05H", a module for executing "major prize opening pre-processing" is called; when the special electric prize game management phase is "02H" or "06H", a module for executing "major prize opening control processing" is called; when the special electric prize game management phase is "03H" or "07H", a module for executing "major prize closing activation processing" is called; and when the special electric prize game management phase is "04H" or "08H", a module for executing "major prize closing wait processing" is called. Furthermore, if the special electric bonus game management phase is "00H", none of the special electric bonus game control modules will be called.

[0390] Figure 36 is a flowchart illustrating the special game management process (step S600) in the main control board 300 related to a reference example of simultaneous rotation.

[0391] (Step S600-1) The main CPU 300a loads the special electric bonus game management phase.

[0392] (Step S600-3) The main CPU 300a determines whether the special electric bonus game management phase loaded in step S600-1 is anything other than "00H". In other words, it determines whether a big bonus game or a small bonus game is currently in progress. If it determines that the special electric bonus game management phase is anything other than "00H", it terminates the special game management process. If it determines that the special electric bonus game management phase is not anything other than "00H", it proceeds to step S600-5.

[0393] (Step S600-5) The main CPU 300a loads the special game special symbol determination flag. The special game special symbol determination flag is used to determine whether the hold type subject to special game management processing is special 1 hold or special 2 hold. The special game special symbol determination flag (00H) indicates special 1 hold, and the special game special symbol determination flag (01H) indicates special 2 hold.

[0394] (Step S600-7) The main CPU 300a inverts the special game special symbol judgment flag loaded in step S600-5 above. Here, if the special game special symbol judgment flag was "00H", it is inverted to "01H", and if the special game special symbol judgment flag was "01H", it is inverted to "00H". Since the initial value of the special game special symbol judgment flag is set to "00H", in the first of the two special game management processes S600 shown in Figure 26, the special game special symbol judgment flag is set to "01H", and subsequent processing is executed for special 2 reserve, and in the second special game management process S600, the special game special symbol judgment flag is set to "00H", and subsequent processing is executed for special 1 reserve. In other words, special 2 reserve is processed with priority.

[0395] (Step S600-9) The main CPU 300a saves the special game special symbol judgment flag that was reversed in step S600-7 above.

[0396] (Step S600-11) The main CPU 300a loads the special game management phase.

[0397] (Step S600-13) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-11 above.

[0398] (Step S600-15) The main CPU 300a calls the special game control module selected in step S600-13 above and starts processing.

[0399] (Step S600-17) The main CPU 300a loads the special game timer, which manages the control time for special games, and then terminates the special game management process.

[0400] Figure 37 is a flowchart illustrating the special symbol variation waiting process in the main control board 300 related to a simultaneous rotation example. This special symbol variation waiting process is executed when the special game management phase is "00H".

[0401] (Step S610-1) The main CPU 300a determines whether the number of special symbol reserved balls in the reserved balls subject to special game management processing (special 1 reserved balls or special 2 reserved balls, hereinafter referred to as the target reserved balls) is 1 or more. If it determines that the number of special symbol reserved balls is 1 or more, the process moves to step S610-3. If it determines that the number of special symbol reserved balls is not 1 or more, the special symbol variation waiting process ends.

[0402] (Step S610-3) The main CPU 300a determines whether a special symbol (hereinafter referred to as an "untargeted special symbol") based on a hold that is not subject to special game management processing (special 2 hold or special 1 hold, hereinafter referred to as an "untargeted hold") is currently being determined. If it determines that an untargeted special symbol is currently being determined, the process moves to step S610-5; if it determines that a special symbol based on an untargeted special symbol is not currently being determined, the process moves to step S610-9.

[0403] (Step S610-5) The main CPU 300a determines whether the non-target special symbol is a jackpot symbol. If it determines that it is a jackpot symbol, the special symbol variation waiting process is terminated; if it determines that it is not a jackpot symbol, the process moves to step S610-7.

[0404] (Step S610-7) The main CPU 300a determines whether the non-target special symbol is a minor win symbol. If it determines that it is a minor win symbol, the special symbol variation waiting process is terminated; if it determines that it is not a minor win symbol, the process moves to step S610-9.

[0405] (Step S610-9) The main CPU 300a blocks the target hold stored in the first to fourth memory units of the special symbol hold memory area corresponding to the target hold and transfers them to the memory unit with the smaller ordinal number. Specifically, it transfers the target hold stored in the second to fourth memory units to the first to third memory units. The main RAM 300c is also provided with a zero memory unit to be processed, and blocks the target hold stored in the first memory unit to the zero memory unit. During this special symbol memory area shift process, the counter value of the target special symbol hold ball count counter corresponding to the target hold is deducted by "1", and a hold reduction specification command indicating that the target hold has been reduced by "1" is set in the transmission buffer.

[0406] (Step S611) The main CPU 300a executes a special symbol win determination process for the major prize lottery. This special symbol win determination process will be described later.

[0407] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbol. Here, if the result of the major role lottery in step S611 is a big win or 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 or minor win symbol random number determination table to extract the special symbol determination data, and saves the extracted special symbol determination data (type of big win symbol). If the result of the major role lottery in step S611 is a loss, the system saves the special symbol determination data for the loss. After saving the special symbol determination data, the system sets the symbol type specification command corresponding to that special symbol determination data into the transmit buffer.

[0408] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol judgment data extracted in step S610-11 above. 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.

[0409] (Step S612) The main CPU 300a executes a special symbol variation number determination process that determines the variation mode number and variation pattern number. Details of this special symbol variation number determination process will be described later.

[0410] (Step S610-15) The main CPU 300a loads the variation mode number and variation pattern number determined in step S612 above, and determines variation time 1 and variation time 2 by referring to the variation time determination table. Then, it sets the total duration of the determined variation times 1 and 2 in the special symbol variation timer.

[0411] (Step S610-17) The main CPU 300a determines whether the result of the big role lottery is a jackpot or not. If it is a jackpot, it loads the special symbol determination data saved in step S610-11 above to confirm the type of jackpot symbol. Then, it refers to the game state setting table and the current game state to determine the game state, high probability rounds, and time-saving rounds that will be set after the big role game ends, and saves the determination result to the special symbol probability state reserve flag, time-saving state reserve flag, high probability round reset reserve counter, and time-saving round reset reserve counter. If a losing symbol is saved, the process will not be executed and the system will proceed to the next step.

[0412] (Step S610-19) The main CPU 300a executes a process to set the special symbol display counter in order to start the variable display of special symbols in the first special symbol display unit 160 or the second special symbol display unit 162. Each segment of the 7-segment display that makes up the first special symbol display unit 160 and the second special symbol display unit 162 is associated with a counter value, and the segment corresponding to the counter value set in the special symbol display counter is controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable display of special symbols starts is set in the special symbol display counter. Note that the special symbol display counter is provided separately as a special symbol 1 display counter corresponding to the first special symbol display unit 160 and a special symbol 2 display counter corresponding to the second special symbol display unit 162, and here, the counter value is set in the counter corresponding to the hold type.

[0413] (Step S613) The main CPU 300a executes the count limit management process. Here, processing is performed to terminate the time-saving game state according to the number of changes. This count limit management process will be described later.

[0414] (Step S610-21) The main CPU 300a sets a count command in the transmit buffer that indicates the number of remaining spins (actual remaining spins) until the high probability spins and time-saving spins reach zero.

[0415] (Step S610-23) The main CPU 300a sets a game state change specification command in the transmission buffer, which indicates the game state at the start of the special symbol variation display.

[0416] (Step S610-25) The main CPU 300a updates the special game management phase to "01H" and terminates the special symbol variation waiting process.

[0417] Figure 38 is a flowchart illustrating the special symbol hit detection process (S611) related to the simultaneous spinning example.

[0418] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.

[0419] (Step S611-3) The main CPU 300a loads the registered settings from the settings buffer.

[0420] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in step S611-3 is within the normal range. If it determines that the value is within the normal range, it proceeds to step S611-11; otherwise, it proceeds to step S611-7.

[0421] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal state).

[0422] (Step S611-9) The main CPU 300a sets a setting error status command (subcommand) in the transmission buffer and terminates the special symbol hit detection process. When this setting error status command is transmitted to the sub-control board 330, a notification indicating a setting error is issued.

[0423] (Step S611-11) The main CPU 300a refers to the jackpot determination random number judgment table corresponding to the information loaded in steps S611-1 and S611-3 above, and sets the lower limit and upper limit values, respectively, for determining whether it is a jackpot or a minor win.

[0424] (Step S611-13) The main CPU 300a compares the jackpot determination random number transferred to the 0th memory unit with the above lower and upper limits and performs a determination process (jackpot lottery) to determine whether a jackpot or a minor win has been achieved.

[0425] (Step S611-15) The main CPU 300a determines whether the non-target special symbol is a jackpot symbol. If it is determined to be a jackpot symbol, the process moves to step S611-17; if it is determined not to be a jackpot symbol, the process moves to step S611-21.

[0426] (Step S611-17) The main CPU 300a determines whether the result of the major prize draw in step S611-13 is a minor win or a loss. If it determines that it is a minor win or a loss, it proceeds to step S611-21; if it determines that it is neither a minor win nor a loss, it proceeds to step S611-19.

[0427] (Step S611-19) The main CPU 300a changes the result of the major role lottery in step S611-13 above to a loss.

[0428] (Step S611-21) The main CPU 300a sets the result of the judgment process in step S611-13, or the result modified in step S611-19, as judgment information, and terminates the special symbol win judgment process.

[0429] Figure 39 is a flowchart illustrating the special symbol variation number determination process (step S612) in the main control board 300 related to a simultaneous rotation example.

[0430] (Step S612-1) The main CPU 300a determines whether the result of the major prize lottery in step S611 is a big win or a minor win. If it determines that it is a big win or a minor win, it moves to step S612-3. If it determines that it is neither a big win nor a minor win (it is a miss), it moves to step S612-5.

[0431] (Step S612-3) The main CPU 300a sets up a random number determination table for determining the reach mode, corresponding to the current game state and the type of held ball.

[0432] (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.

[0433] (Step S612-7) The main CPU 300a sets up a random number determination table for determining the reach group based on the current game state, the number of reserved balls confirmed in step S612-5 above, and the type of reserved balls. Then, based on the set random number determination table for determining the reach group and the random number for determining the reach group transferred to the 0th memory unit in step S610-9 above, it determines the reach group (group type).

[0434] (Step S612-9) The main CPU 300a sets up a random number determination table for determining the reach mode in case of a loss, which corresponds to the group type determined in step S612-7 above.

[0435] (Step S612-11) The main CPU 300a determines the variation mode number based on the reach mode determination random number judgment table set in step S612-3 or step S612-9 and the reach mode determination random number transferred to the 0th memory unit in step S610-9. At this point, the variation pattern random number judgment table is also determined along with the variation mode number.

[0436] (Step S612-13) The main CPU 300a sets the variable mode command corresponding to the variable mode number determined in step S612-11 above into the transmit buffer.

[0437] (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 S610-9.

[0438] (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.

[0439] Figure 40 is a flowchart illustrating the count limit management process (step S613) in the main control board 300 related to a reference example of simultaneous rotation.

[0440] (Step S613-1) The main CPU 300a determines whether the number of time reductions, i.e., the counter value of the time reduction count counter, is greater than 0. If it determines that the number of time reductions is greater than 0, it proceeds to step S613-3. If it determines that the number of time reductions is 0, it terminates the time reduction count management process.

[0441] (Step S613-3) The main CPU 300a decrements the time-saving count counter.

[0442] (Step S613-5) In step S613-3, the main CPU 300a determines whether the counter value (time reduction count) has been updated to 0. If it determines that the time reduction count is 0, it proceeds to step S613-7; if it determines that the time reduction count is not 0, it terminates the time reduction management process.

[0443] (Step S613-7) The main CPU 300a sets the time-saving state flag to change the normal game state to a non-time-saving game state. As a result, after the normal game state is set to a time-saving game state, when the number of spins reaches the time-saving number (in this case, 50 or 100 spins), the normal game state will change to a non-time-saving game state at the start of the spin. For example, if it was set to a high probability premonition state, it will be set to the most advantageous state.

[0444] (Step S613-9) The main CPU 300a turns on the time-saving termination flag and terminates the count limit management process.

[0445] Figure 41 is a flowchart illustrating the processing during special symbol variation in the main control board 300 in a reference example of simultaneous rotation.

[0446] (Step S620-1) The main CPU 300a determines whether the interrupted flag is on. As will be explained in more detail later, in the simultaneous spinning example, there are cases where a minor win symbol is displayed on the second special symbol display 162 while the symbols on the first special symbol display 160 are changing. In this case, when the minor win symbol is displayed on the second special symbol display 162, the minor win game is executed, but during this time the subtraction of the special symbol change time on the first special symbol display 160 is interrupted, and after the minor win game ends, the symbol change display on the first special symbol display 160 resumes. The interrupted flag is turned on when the symbols on the first special symbol display 160 are changing when the minor win symbol is displayed on the second special symbol display 162. Here, if it is determined that the interrupted flag is on, the special symbol change process is terminated, and if it is determined that the interrupted flag is not on, the process moves to step S620-3.

[0447] (Step S620-3) The main CPU 300a executes the process of updating the special symbol variation base counter. The special symbol variation base counter is set so that it completes one cycle in a predetermined period (for example, 100ms). 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 greater, the counter value is updated to a value obtained by subtracting "1" from the current counter value.

[0448] (Step S620-5) The main CPU 300a determines whether the counter value of the special symbol variation base counter, which was updated in step S620-3 above, is "0". If the counter value is "0", the process moves to step S620-7; otherwise, the process moves to step S620-11.

[0449] (Step S620-7) 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.

[0450] (Step S620-9) The main CPU 300a determines whether the timer value of the special symbol variation timer, which was updated in step S620-7, is "0". If the timer value is "0", the process moves to step S620-17; otherwise, the process moves to step S620-11.

[0451] (Step S620-11) The main CPU 300a updates the special symbol display timers that measure the illumination time of each segment of the 7-segment display that makes up the first special symbol display unit 160 and the second special symbol display unit 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.

[0452] (Step S620-13) The main CPU 300a determines whether the timer value of the special symbol display timer is "0". If it determines that the timer value of the special symbol display timer is "0", it proceeds to step S620-15. If it determines that the timer value of the special symbol display timer is not "0", it terminates the special symbol variation process.

[0453] (Step S620-15) 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.

[0454] (Step S620-17) The main CPU 300a determines whether the non-target special symbol is currently being displayed in a variable state. If it determines that the non-target special symbol is currently being displayed in a variable state, the process moves to step S621; otherwise, the process moves to step S620-19.

[0455] (Step S621) The main CPU 300a executes a forced symbol stop process. This forced symbol stop process will be described later using Figure 42.

[0456] (Step S620-19) The main CPU 300a updates the special game management phase to "02H".

[0457] (Step S620-21) 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.

[0458] (Step S620-23) 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.

[0459] (Step S620-25) 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.

[0460] Figure 42 is a flowchart illustrating the forced stopping process (step S621) of the main control board 300 in a reference example of simultaneous rotation.

[0461] (Step S621-1) The main CPU 300a determines whether the special symbol currently displayed is a minor win symbol. If it determines that it is a minor win symbol, the process moves to step S621-3; if it determines that it is not a minor win symbol, the process moves to step S621-11.

[0462] (Step S621-3) The main CPU 300a determines whether the special game special symbol determination flag is 00H, that is, whether the small win symbol was stopped and displayed on the first special symbol display unit 160. If it determines that the special game special symbol determination flag is 00H, the process moves to step S621-11; if it determines that the special game special symbol determination flag is not 00H, the process moves to step S621-5.

[0463] (Step S621-5) The main CPU 300a determines whether the special symbol being displayed (on the other side) is a jackpot symbol. If it determines that it is a jackpot symbol, the process moves to step S621-11; if it determines that it is not a jackpot symbol, the process moves to step S621-7.

[0464] (Step S621-7) The main CPU 300a turns on the suspended flag.

[0465] (Step S621-9) The main CPU 300a executes a variation interruption process to suspend the display of the special symbol's variation, and then terminates the forced stop process for that symbol. Here, the remaining variation time and information related to the special symbol are temporarily saved to a predetermined memory area.

[0466] (Step S621-11) The main CPU 300a performs a process to forcibly stop the losing symbols on the first special symbol display unit 160 or the second special symbol display unit 162, which are displaying the changing symbols, and also turns on a special change time stop flag to forcibly end the remaining change time, thereby terminating the forced symbol stop process.

[0467] As a result of the above process, if a minor win symbol is displayed on the first special symbol display 160, a losing symbol will be forcibly displayed on the second special symbol display 162. Also, if a minor win symbol is displayed on the second special symbol display 162, and the big win symbol is being displayed on the first special symbol display 160 in a variation display, a losing symbol will be forcibly displayed on the first special symbol display 160 in a variation display. On the other hand, if a minor win symbol is displayed on the second special symbol display 162, and the minor win symbol or a losing symbol is being displayed on the first special symbol display 160 in a variation display, the variation display on the first special symbol display 160 will be temporarily interrupted.

[0468] Figure 43 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 related to a simultaneous rotation example.

[0469] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-25 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the special symbol stop symbol display process. If it determines that the timer value of the special game timer is "0", it proceeds to step S630-3.

[0470] (Step S630-3) The main CPU 300a determines whether the variable time special stop flag is on. If it determines that the variable time special stop flag is on, the process moves to step S630-5. If it determines that the variable time special stop flag is not on, the special symbol stop symbol display process ends.

[0471] (Step S630-5) The main CPU 300a checks the results of the major role lottery.

[0472] (Step S630-7) The main CPU 300a determines whether the result of the major role lottery is a loss. If it determines that it is a loss, it proceeds to step S630-27; if it determines that it is not a loss, it proceeds to step S630-9.

[0473] (Step S630-9) The main CPU 300a performs a game state update process to update the game state. Here, if the special symbol currently displayed is a jackpot symbol, the game state is set to the initial state; if the special symbol currently displayed is a minor win symbol, the process proceeds to the next step.

[0474] (Step S630-11) The main CPU 300a sets the data for the special electric mechanism operation ramset table according to the type of special symbol that has been determined. The main CPU 300a also turns off the special stop flag for variation time if it is on.

[0475] (Step S630-13) 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 S630-11 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 count counter. This special electric mechanism maximum operation count counter indicates the number of rounds that can be executed in the big game that is about to start. On the other hand, the main RAM 300c is equipped with a special electric mechanism continuous operation count counter, and the current number of rounds is managed by adding "1" to the counter value of the special electric mechanism continuous operation count counter at the start of each round game. Here, along with the start of the big game, a process is also executed to reset (update to "0") the counter value of this special electric mechanism continuous operation count counter.

[0476] (Step S630-15) The main CPU 300a refers to the data set in step S630-11 above and saves a predetermined opening time as a timer value to the special electric bonus game timer.

[0477] (Step S630-17) The main CPU 300a sets an opening specification command in the transmission buffer to transmit the start of a major game to the sub-control board 330.

[0478] (Step S630-19) The main CPU 300a updates the special electric bonus game management phase to "01H" when a major bonus game is initiated, and updates the special electric bonus game management phase to "05H" when a minor bonus game is initiated.

[0479] (Step S630-21) The main CPU 300a updates the special game management phase to "00H".

[0480] (Step S630-23) The main CPU 300a determines whether the special electric bonus game management phase, which was updated in step S630-19, is "01H," that is, whether it is a jackpot. If it determines that the special electric bonus game management phase is "01H," it proceeds to step S630-25. If it determines that the special electric bonus game management phase is not "01H," it proceeds to step S630-27.

[0481] (Step S630-25) The main CPU 300a performs a jackpot signal output start process to output a jackpot signal from the game information output terminal board 312, and then terminates the special symbol stop symbol display process. This process causes a jackpot signal to be output when the big win game (opening) begins. Although there are multiple signals that can be output from the game information output terminal board 312, only the predetermined jackpot signal will be explained here.

[0482] (Step S630-27) The main CPU 300a sets a command to the transmission buffer that specifies the game state when a special symbol is confirmed, indicating the game state at the time the special symbol is confirmed.

[0483] (Step S630-29) The main CPU 300a determines whether the time-saving mode termination flag is on. As described above, the time-saving mode termination flag is turned on in step S613-9 of Figure 40 at the start of a spin when the game changes from a time-saving mode to a non-time-saving mode. In other words, the time-saving mode termination flag is turned on when, at the start of the 50th or 100th spin in the high probability premonition state, the normal game state changes from a time-saving mode to a non-time-saving mode due to the termination of the time-saving mode. In other words, the time-saving mode termination flag is determined to be on only when the spin ends after the termination of the time-saving mode. If it is determined that the time-saving mode termination flag is on, the process moves to step S630-31; if it is determined that the time-saving mode termination flag is not on, the process moves to step S630-35.

[0484] (Step S630-31) The main CPU 300a performs a jackpot signal output stop process to stop the jackpot signal output from the game information output terminal board 312. In other words, the jackpot signal is output during a big win game or during a time-saving game state.

[0485] (Step S630-33) The main CPU 300a will turn off the time-saving termination flag.

[0486] (Step S630-35) The main CPU 300a updates the special game management phase to "00H" and terminates the special symbol stop symbol display process.

[0487] Figure 44 is a flowchart illustrating the special electric bonus game management process (step S700) in the main control board 300 related to a simultaneous rotation example.

[0488] (Step S700-1) The main CPU 300a loads the special electric bonus game management phase.

[0489] (Step S700-3) The main CPU 300a determines whether the special electric bonus game management phase loaded in step S700-1 is "00H". In other words, it determines whether a major bonus game or a minor bonus game is currently in progress. If it determines that the special electric bonus game management phase is "00H", it terminates the special electric bonus game management process. If it determines that the special electric bonus game management phase is not "00H", it proceeds to step S700-5.

[0490] (Step S700-5) The main CPU 300a selects the special electric bonus game control module corresponding to the special electric bonus game management phase loaded in step S700-1 above.

[0491] (Step S700-7) The main CPU 300a calls the special electric bonus game control module selected in step S700-5 above and starts processing.

[0492] (Step S700-9) The main CPU 300a loads the special electric bonus game timer, which manages the control time for the special electric bonus game, and then terminates the special electric bonus game management process.

[0493] Figure 45 is a flowchart illustrating the pre-processing for opening the main prize slot in the main control board 300 related to a simultaneous rotation example. This pre-processing for opening the main prize slot is executed when the special electric prize game management phase is "01H" or "05H".

[0494] (Step S710-1) The main CPU 300a determines whether the timer value of the special electric bonus game timer set in step S630-15, etc., is not "0". If it determines that the timer value of the special electric bonus game timer is not "0", it terminates the pre-opening process for the big prize slot. If it determines that the timer value of the special electric bonus game timer is "0", it proceeds to step S710-3.

[0495] (Step S710-3) The main CPU 300a updates the counter value of the special electric mechanism continuous operation count counter to the current counter value plus "1".

[0496] (Step S710-5) The main CPU 300a sets a command to specify the opening of the big prize slot in the transmission buffer, which is used to inform the sub-control board 330 that the big prize slot has started to open (the start of a round of play).

[0497] (Step S711) The main CPU 300a executes the process of switching the opening and closing of the main prize slot. This process will be explained later.

[0498] (Step S710-7) The main CPU 300a updates the special electric prize game management phase to the current value plus 01H ("02H" or "06H"), and terminates the pre-processing for opening the prize winning slot.

[0499] Figure 46 is a flowchart illustrating the opening and closing switching process (S711) of the main control board 300 in a reference example of simultaneous rotation.

[0500] (Step S711-1) 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 big prize slot is opened and closed during one round of gameplay). If it determines that the counter value is the upper limit, the big prize slot opening / closing switch process is terminated. If it determines that the counter value is not the upper limit, the process moves to step S711-3.

[0501] (Step S711-3) 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 and the second large prize slot solenoid 128c, as well as time data which is the energization time or the energization stop time, based on the counter value of the special electric mechanism opening / closing switch count counter.

[0502] (Step S711-5) Based on the solenoid control data extracted in step S711-3, 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 them. 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 in steps S400-33 and S400-35.

[0503] (Step S711-7) The main CPU 300a saves the timer value based on the time data extracted in step S711-3 above to the special electric prize game timer. The timer value saved here to the special electric prize game timer is the maximum opening time of the big prize slot in one go.

[0504] (Step S711-9) 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 S711-5 above. If it is determined that the power-on state has been started, the process moves to step S711-11; if it is determined that the power-on state has not been started, the large prize slot opening / closing switching process is terminated.

[0505] (Step S711-11) 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.

[0506] Figure 47 is a flowchart illustrating the large prize opening control process in the main control board 300 related to a simultaneous rotation example. This large prize opening control process is executed when the special electric prize game management phase is "02H" or "06H".

[0507] (Step S720-1) The main CPU 300a determines whether the timer value of the special electric bonus game timer saved in step S711-7 is not "0". If it determines that the timer value of the special electric bonus game timer is not "0", it proceeds to step S720-5. If it determines that the timer value of the special electric bonus game timer is "0", it proceeds to step S720-3.

[0508] (Step S720-3) 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 can be opened / closed. If it determines that the counter value is the upper limit, the process moves to step S720-7; if it determines that the counter value is not the upper limit, the process moves to step S711.

[0509] (Step S711) In step S720-3 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 S711 above.

[0510] (Step S720-5) The main CPU 300a determines whether the counter value of the large prize-winning ball counter, which was updated in step S500-9 above, has reached a predetermined number, that is, whether the same number of game balls as the maximum number that can be won in one round have entered the large prize-winning area. If it determines that the predetermined number has not been reached, the large prize-winning area opening control process is terminated. If it determines that the predetermined number has been reached, the process moves to step S720-7.

[0511] (Step S720-7) The main CPU 300a executes the necessary process to close the prize winning holes by stopping the power supply to the first prize winning hole solenoid 126c or the second prize winning hole solenoid 128c. As a result, the prize winning holes are closed.

[0512] (Step S720-9) The main CPU 300a saves the effective closing time (interval time) for the large prize winning slot to the special electric mechanism game timer.

[0513] (Step S720-11) The main CPU 300a updates the special electric bonus game management phase to a value obtained by adding 01H to the current value ("03H" or "07H").

[0514] (Step S720-13) The main CPU 300a sets a command to specify that the prize slot has been closed in the transmission buffer, and terminates the process for controlling the opening of the prize slot.

[0515] Figure 48 is a flowchart illustrating the process for activating the closure of the main prize slot in the main control board 300 in a simultaneous rotation example. This process for activating the closure of the main prize slot is executed when the special electric prize game management phase is "03H" or "07H".

[0516] (Step S730-1) The main CPU 300a determines whether the timer value of the special electric prize game timer saved in step S720-9 is not "0". If it determines that the timer value of the special electric prize game timer is not "0", it terminates the process of activating the closing of the prize winning slot. If it determines that the timer value of the special electric prize game timer is "0", it proceeds to step S730-3.

[0517] (Step S730-3) The main CPU 300a determines whether the counter value of the special electric mechanism continuous operation count counter matches the counter value of the special electric mechanism maximum operation count counter, that is, whether the number of rounds of gameplay that have been set in advance has ended. If it is determined that the counter value of the special electric mechanism continuous operation count counter matches the counter value of the special electric mechanism maximum operation count counter, the process moves to step S730-9; if it is determined that they do not match, the process moves to step S730-5.

[0518] (Step S730-5) The main CPU 300a updates the special electric bonus game management phase to "01H". Note that if the special electric bonus game management phase is 07H, that is, during the control of a minor win game, the number of rounds for the minor win game is "1", so the above step S730-3 will always be determined as YES, and the process will not proceed to that step.

[0519] (Step S730-7) The main CPU 300a saves the predetermined closure time for the large prize slot to the special game timer and terminates the process of activating the closure of the large prize slot. As a result, the next round of gameplay begins.

[0520] (Step S730-9) The main CPU 300a executes the ending time setting process, which saves the ending time to the special electric bonus game timer.

[0521] (Step S730-11) The main CPU 300a updates the special electric bonus game management phase to a value obtained by adding 01H to the current value ("04H" or "08H").

[0522] (Step S730-13) 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.

[0523] Figure 49 is a flowchart illustrating the jackpot completion wait processing in the main control board 300 for a simultaneous rotation example. This jackpot completion wait processing is executed when the special electric prize game management phase is "04H" or "08H".

[0524] (Step S740-1) The main CPU 300a determines whether the timer value of the special electric prize game timer saved in step S730-9 is not "0". If it determines that the timer value of the special electric prize game timer is not "0", it terminates the big prize entry end wait process. If it determines that the timer value of the special electric prize game timer is "0", it proceeds to step S740-3.

[0525] (Step S740-3) The main CPU 300a determines whether the special electric bonus game management phase is "08H," that is, whether the minor bonus game has ended. If it determines that the special electric bonus game management phase is "08H," it proceeds to step S740-11; if it determines that the special electric bonus game management phase is not "08H," it proceeds to step S740-5.

[0526] (Step S740-5) The main CPU 300a executes a state setting process to set the game state after the end of a major win game. Here, it loads the game state, high probability round count, and time-saving round count that were set in the reserve area in step S610-17 above, and sets the flags and counter values ​​as the game state after the major win game.

[0527] (Step S740-7) In step S740-5, the main CPU 300a determines whether the normal game state has been set to a non-time-saving game state. If it determines that the state has been set to a non-time-saving game state, it proceeds to step S740-9; if it determines that the state has not been set to a non-time-saving game state, it proceeds to step S740-21.

[0528] (Step S740-9) The main CPU 300a performs a jackpot signal output stop process to stop the jackpot signal output from the game information output terminal board 312. In other words, if the game is set to the most advantageous state after a jackpot game, the output of the jackpot signal will stop as soon as the jackpot game ends.

[0529] (Step S740-11) The main CPU 300a determines whether the current game state is a high probability pre-state (high probability game state and time-saving game state). If it determines that it is a high probability pre-state, it moves to step S740-13; if it determines that it is not a high probability pre-state, it moves to step S740-21.

[0530] (Step S740-13) The main CPU 300a determines whether the stopped-displayed minor win symbol is the special symbol Z1. If it determines that it is the special symbol Z1, the process moves to step S740-15; if it determines that it is not the special symbol Z1, the process moves to step S740-21.

[0531] (Step S740-15) The main CPU 300a sets a time-saving state flag to change the normal game state to a non-time-saving game state. As a result, if the special symbol Z1 is determined during the high probability premonition state, the game state will be changed to the most advantageous state at the end of that small win game.

[0532] (Step S740-17) The main CPU 300a performs a counter reset process to reset the time-saving count counter.

[0533] (Step S740-19) The main CPU 300a performs a jackpot signal output stop process to stop the jackpot signal output from the game information output terminal board 312. In other words, if the special symbol Z1 is won and the game is set to the most advantageous state after a minor win, the output of the jackpot signal will be stopped at the end of the minor win game.

[0534] (Step S740-21) The main CPU 300a sets a game state change specification command in the transmission buffer to transmit the game state that will be set after the end of a major game.

[0535] (Step S740-23) The main CPU 300a sets the number of count commands corresponding to the high probability count and the time-saving count into the send buffer.

[0536] (Step S740-25) The main CPU 300a updates the special electric prize game management phase to "00H" and terminates the waiting process for the end of the big prize entry. As a result, if special 1 or special 2 reserves are stored, the display of the changing symbols will resume.

[0537] Figure 50 is a diagram illustrating the normal game management phase in the simultaneous rotation example. As already explained, in the simultaneous rotation example, the processing related to normal gameplay, triggered by the passage of a game ball through gate 124 or the entry of a game ball into the normal operation opening 125, is executed in stages and repeatedly. The main control board 300 manages each of these normal game-related processes through the normal game management phase.

[0538] As shown in Figure 50, 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.

[0539] Figure 51 is a flowchart illustrating the normal game management process (step S800) in the main control board 300 related to a reference example of simultaneous rotation.

[0540] (Step S800-1) The main CPU 300a loads the normal game management phase.

[0541] (Step S800-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S800-1 above.

[0542] (Step S800-5) The main CPU 300a calls the normal game control module selected in step S800-3 above and starts processing.

[0543] (Step S800-7) The main CPU 300a loads the normal game timer, which manages the control time for normal gameplay.

[0544] Figure 52 is a flowchart illustrating the normal symbol variation waiting process in the main control board 300 in a reference example of simultaneous rotation. This normal symbol variation waiting process is executed when the normal game management phase is "00H".

[0545] (Step S810-1) The main CPU 300a loads the counter value of the normal symbol reserve ball counter and determines whether the counter value is "0", that is, whether there are "0" normal symbol reserves. If it determines that the counter value is "0", it terminates the normal symbol change waiting process, and if it determines that the counter value is not "0", it moves to step S810-3.

[0546] (Step S810-3) The main CPU 300a blocks the normal symbol reserves (winning random numbers) stored in the first to fourth memory units of the normal symbol reserve memory area and transfers them to the memory unit with the smaller ordinal number. Specifically, it transfers the normal symbol reserves stored in the second to fourth memory units to the first to third memory units. The main RAM 300c is also provided with a zero memory unit to be processed, and it transfers the normal symbol reserves stored in the first memory unit to the zero memory unit. During this normal symbol memory area shift process, the counter value of the normal symbol reserve ball count counter is deducted by "1", and a normal symbol reserve reduction command, indicating that the normal symbol reserve has been reduced by "1", is set in the transmission buffer.

[0547] (Step S810-5) The main CPU 300a loads the random number that determines the winning combination, which has been transferred to the 0th memory unit, selects a random number determination table that corresponds to the current game state, performs a regular symbol draw, and executes a regular symbol winning determination process that stores the result of that draw.

[0548] (Step S810-7) The main CPU 300a saves the regular symbol stop number corresponding to the result of the regular symbol lottery in step S810-5 above. In the simultaneous spinning example, the regular symbol indicator 168 is composed of one LED lamp, and the regular symbol indicator 168 lights up when there is a win and turns off when there is a loss. The regular symbol stop number determined here indicates whether or not the regular symbol indicator 168 will ultimately light up. For example, if a win is achieved, "0" is determined as the regular symbol stop number, and if a loss is achieved, "1" is determined as the regular symbol stop number.

[0549] (Step S810-9) The main CPU 300a checks the current game state and selects and sets the corresponding regular symbol variation time data table.

[0550] (Step S810-11) The main CPU 300a determines the normal symbol variation time based on the winning random number transferred to the 0th memory unit in step S810-3 and the normal symbol variation time data table set in step S810-9.

[0551] (Step S810-13) The main CPU 300a saves the normal symbol variation time determined in step S810-11 above to the normal game timer.

[0552] (Step S810-15) The main CPU 300a executes a process to set the normal symbol display counter in the normal symbol display unit 168 in order to start the display of the normal symbols in a variable state. If the counter value of this normal symbol display counter is set to, for example, "0", the normal symbol display unit 168 is controlled to light up, and if the counter value is set to "1", the normal symbol display unit 168 is controlled to turn off. Here, a predetermined counter value is set to the normal symbol display counter when the display of the normal symbols in a variable state begins.

[0553] (Step S810-17) The main CPU 300a sets a "Plant Hold Specification Command" in the transmission buffer, which indicates the number of Plan Holds stored in the Plan Hold Storage Area.

[0554] (Step S810-19) The main CPU 300a sets a normal symbol specification command in the transmission buffer based on the normal symbol stop symbol number determined in step S810-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the normal symbol hit determination process.

[0555] (Step S810-21) The main CPU 300a updates the normal game management phase to "01H" and terminates the normal symbol variation waiting process.

[0556] Figure 53 is a flowchart illustrating the processing during normal symbol variation in the main control board 300 in a reference example of simultaneous rotation. This normal symbol variation processing is executed when the normal game management phase is "01H".

[0557] (Step S820-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S810-13 is "0". If the timer value is "0", the process moves to step S820-9; otherwise, the process moves to step S820-3.

[0558] (Step S820-3) The main CPU 300a updates the regular symbol display timer, which measures the on-time and off-time of the regular symbol display unit 168. Specifically, if the timer value of the regular 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.

[0559] (Step S820-5) The main CPU 300a determines whether the timer value of the normal symbol display timer is "0". If it determines that the timer value of the normal symbol display timer is "0", it proceeds to step S820-7. If it determines that the timer value of the normal symbol display timer is not "0", it terminates the normal symbol variation process.

[0560] (Step S820-7) The main CPU 300a updates the counter value of the normal symbol display counter. Here, if the counter value of the normal symbol display counter was a value indicating that the normal symbol display unit 168 was off, it is updated to a value indicating that it was on. If the counter value was indicating that the normal symbol display unit 168 was on, it is updated to a value indicating that it was off, and the normal symbol variation process is terminated. As a result, the normal symbol display unit 168 will repeatedly turn on and off (blink) at predetermined time intervals throughout the normal symbol variation time.

[0561] (Step S820-9) The main CPU 300a saves the regular symbol stop symbol number (counter value) determined in step S810-7 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.

[0562] (Step S820-11) 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.

[0563] (Step S820-13) The main CPU 300a sets a normal symbol stop command in the transmit buffer, indicating that the normal symbol stop display has started.

[0564] (Step S820-15) The main CPU 300a updates the normal game management phase to "02H" and terminates the processing during the normal symbol variation.

[0565] Figure 54 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 related to a simultaneous spinning example. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0566] (Step S830-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S820-11 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the normal symbol stop symbol display process. If it determines that the timer value of the normal game timer is "0", it moves to step S830-3.

[0567] (Step S830-3) The main CPU 300a checks the results of the general lottery.

[0568] (Step S830-5) The main CPU 300a determines whether the result of the lottery is a win. If it determines that it is a win, it proceeds to step S830-9; if it determines that it is not a win (it is a loss), it proceeds to step S830-7.

[0569] (Step S830-7) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal symbol stop and symbol display processing. As a result, the normal game management processing based on the 1 normal symbol hold is terminated, and if a normal symbol hold is stored, processing is performed to start the display of the changing normal symbols based on the next hold.

[0570] (Step S830-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the time before the normal power is opened as a timer value to the normal game timer.

[0571] (Step S830-11) The main CPU 300a updates the normal game management phase to "03H" and terminates the normal symbol stop symbol display process. As a result, the opening and closing control of the first variable start port 120B begins.

[0572] Figure 55 is a flowchart illustrating the pre-processing for opening the normal electric prize entry slot in the main control board 300 related to a simultaneous rotation example. This pre-processing for opening the normal electric prize entry slot is executed when the normal game management phase is "03H".

[0573] (Step S840-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S830-9 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the pre-processing for opening the normal electric prize entry point. If it determines that the timer value of the normal game timer is "0", it proceeds to step S841.

[0574] (Step S841) 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.

[0575] (Step S840-3) 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.

[0576] Figure 56 is a flowchart illustrating the switching process for opening and closing the normal electric prize slot in the main control board 300, in a reference example of simultaneous rotation.

[0577] (Step S841-1) 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 (the number of times the movable piece 120b of the first variable start opening 120B opens and closes during one opening / closing control). If it determines that the counter value is the upper limit, the normal electric mechanism prize opening / closing switch process is terminated. If it determines that the counter value is not the upper limit, the process moves to step S841-3.

[0578] (Step S841-3) 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 120c, and time 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 120c, based on the counter value of the ordinary electric mechanism opening / closing switch count counter.

[0579] (Step S841-5) Based on the solenoid control data extracted in step S841-3, the main CPU 300a executes a solenoid power supply control process to either start or stop the power supply to the solenoid 120c. This solenoid power supply control process allows for the start or stop of power supply to the solenoid 120c in steps S400-33 and S400-35.

[0580] (Step S841-7) The main CPU 300a saves the timer value based on the time data extracted in step S841-3 above to the normal game timer. The timer value saved to the normal game timer here is the maximum opening time of the first variable start opening 120B in one cycle.

[0581] (Step S841-9) The main CPU 300a determines whether the standard electric prize solenoid 120c is in the power-on state, that is, whether the control process to start powering the standard electric prize solenoid 120c was performed in step S841-5 above. If it is determined that the power-on state is in place, the process moves to step S841-11; 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.

[0582] (Step S841-11) The main CPU 300a updates the counter value of the normal electric mechanism opening / closing count counter to the current counter value plus "1".

[0583] Figure 57 is a flowchart illustrating the control process for opening the normal electric prize slot in the main control board 300 in a reference example of simultaneous rotation. This control process for opening the normal electric prize slot is executed when the normal game management phase is "04H".

[0584] (Step S850-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S841-7 is not "0". If it determines that the timer value of the normal game timer is not "0", it proceeds to step S850-5. If it determines that the timer value of the normal game timer is "0", it proceeds to step S850-3.

[0585] (Step S850-3) 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 S850-7; if it determines that the counter value is not the upper limit, the process moves to step S841.

[0586] (Step S841) In step S850-3 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 S841 above.

[0587] (Step S850-5) 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 first variable start opening 120B. If it is determined that the specified number has not been reached, the ordinary electric prize entry opening control process is terminated, and if it is determined that the specified number has been reached, the process moves to step S850-7.

[0588] (Step S850-7) The main CPU 300a executes the necessary process to close the first variable start port 120B by stopping the power supply to the standard electric mechanism solenoid 120c. As a result, the first variable start port 120B enters a closed state.

[0589] (Step S850-9) The main CPU 300a saves the normal power-on state time to the normal game timer.

[0590] (Step S850-11) The main CPU 300a updates the normal game management phase to "05H" and terminates the normal electric prize entry opening control process.

[0591] Figure 58 is a flowchart illustrating the process for activating the closing of the ordinary electric prize entry slot in the main control board 300 in a reference example of simultaneous rotation. This process for activating the closing of the ordinary electric prize entry slot is executed when the ordinary game management phase is "05H".

[0592] (Step S860-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S850-9 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 S860-3.

[0593] (Step S860-3) The main CPU 300a saves the normal power end wait time to the normal game timer.

[0594] (Step S860-5) The main CPU 300a updates the normal game management phase to "06H" and terminates the normal electric prize entry opening closing process.

[0595] Figure 59 is a flowchart illustrating the normal electric prize entry point end-wait processing in the main control board 300 related to a simultaneous rotation example. This normal electric prize entry point end-wait processing is executed when the normal game management phase is "06H".

[0596] (Step S870-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S860-3 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 point end wait process. If it determines that the timer value of the normal game timer is "0", it proceeds to step S870-3.

[0597] (Step S870-3) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal electric prize entry point end wait processing. As a result, if a normal symbol hold is stored, the display of the normal symbol fluctuations will resume. Next, as examples of performances, specific performances that can be executed in the above-mentioned Type 1 game machine, Type 1 and Type 2 game machine, and simultaneous spinning machine, as well as specific processing related to such performances, will be explained.

[0598] <Example of production reference> Figure 60 is a diagram illustrating an example of a variation animation for a variation pattern without a reach, as shown in the example of the animation. As described above, when a major prize lottery is performed on the main control board 300, a variation animation that notifies the result of the major prize lottery is executed during the variation display of the special symbols, that is, for the duration of the variation of the special symbols. In this variation animation, various background images are displayed on the main animation display unit 200a, and the animation symbols 210a, 210b, and 210c are displayed superimposed on these background images. During the variation animation, sound is output from the sound output device 206 in accordance with the image displayed on the main animation display unit 200a, the animation lighting device 204 is controlled to light up, and the animation mechanism device 202 is controlled to move, but a detailed explanation is omitted here.

[0599] The variation effects in the example of the effects are broadly classified into variation patterns without a reach and variation patterns with a reach. In the variation effects of the variation pattern without a reach, a background image (not shown in the figure) is displayed on the main effect display unit 200a, and the effect symbols 210a, 210b, and 210c are superimposed on this background image and displayed in a variation. For example, as shown in Figure 60(a), suppose the effect symbols 210a, 210b, and 210c are displayed in a combination that indicates that the big win lottery result was a miss. In this state, when a variation display of a special symbol is newly performed, the three effect symbols 210a, 210b, and 210c begin to change (scroll) as shown in Figure 60(b) along with the start of the variation display of the special symbol. Note that the downward-pointing white arrow in the figure indicates that the effect symbols 210a, 210b, and 210c are scrolled in the height direction.

[0600] Then, as shown in Figure 60(c), the special symbol 210a is displayed first, and then, as shown in Figure 60(d), a special symbol 210c, which is different from special symbol 210a, is displayed. At almost the same time that the special symbol display ends and the special symbol is displayed in the first special symbol display 160 or the second special symbol display 162, the special symbol 210b is displayed, as shown in Figure 60(e), and the result of the big prize lottery is announced to the player based on the final display patterns of the three special symbols 210a, 210b, and 210c.

[0601] Figure 61 is a diagram illustrating an example of a variation animation for a normal reach variation pattern related to the example animation. In the example animation, the reach variation patterns are broadly classified into normal reach variation patterns, developed reach variation patterns, and pseudo-continuous reach variation patterns. The variation animation for the normal reach variation pattern is similar to that of the no-reach variation pattern, and the variation display of the animation symbols 210a, 210b, and 210c begins when the special symbol variation display starts, and as shown in Figure 61(a), the animation symbol 210a is displayed first. Then, as shown in Figure 61(b), the animation symbol 210c, which is the same as the animation symbol 210a, is displayed.

[0602] As shown in Figure 61(c), when the same performance symbols 210a and 210c are displayed in a reach pattern on the main performance display unit 200a, the word "Reach" is displayed superimposed on the performance symbols 210a and 210c on the main performance display unit 200a. There are multiple types of reach patterns, and the same performance symbols 210a and 210c, each bearing one of the numbers from "1" to "9", are displayed in a reach pattern. Subsequently, as shown in Figure 61(d), the shape of the performance symbols 210a and 210c is changed from what it was before the reach pattern, and the display continues to change. Finally, as shown in Figure 61(e), a performance symbol 210b, which is different from the performance symbols 210a and 210c, is displayed, informing the player that the result of the big win lottery was a loss.

[0603] Figure 62 is a diagram illustrating an example of a variation in the development reach variation pattern when a miss occurs, according to the example of the performance, and Figure 63 is a diagram illustrating an example of a variation in the development reach variation pattern when a jackpot occurs, according to the example of the performance. In the variation of the development reach variation pattern, as shown in Figures 62(a) to (d) and Figures 63(a) to (d), similar to the variation of the normal reach variation pattern, the performance symbols 210a and 210c are displayed in a reach pattern on the main performance display unit 200a, and then a predetermined development image (video) is played and displayed in a reach development performance. In this reach development performance, for example, as shown in Figures 62(e) and 63(e), a mission is displayed on the main performance display unit 200a, and as shown in Figures 62(f), (g) and 63(f), (g), images toward achieving the mission are displayed.

[0604] Here, the development images for the reach development sequence are broadly divided into losing patterns and winning patterns. In the losing pattern development image, as shown in Figure 62(h), an image indicating the failure of the mission is ultimately displayed, and then, as shown in Figure 62(i), the performance symbols 210a, 210b, and 210c stop and display in a combination that indicates a loss. On the other hand, in the winning pattern development image, as shown in Figure 63(h), an image indicating the success of the mission is ultimately displayed, and then, as shown in Figure 63(i), the performance symbols 210a, 210b, and 210c stop and display in a combination that indicates a win.

[0605] Furthermore, the reach development sequences include, for example, mission sequences that display development images showing the content of the mission, and battle sequences that display development images showing an ally character and an enemy character fighting. The mission sequences have multiple execution patterns with different mission content, and the battle sequences have multiple execution patterns with different characters and fighting methods. As mentioned above, the execution patterns of the mission sequences are broadly divided into jackpot patterns where the mission is completed and losing patterns where the mission is failed, and similarly, the execution patterns of the battle sequences are broadly divided into jackpot patterns where the ally character defeats the enemy character and losing patterns where the ally character is defeated by the enemy character.

[0606] The winning and losing patterns are identical in content until the final stages of the animation, differing only in whether the ally character wins or loses, or whether the mission is completed or not. Therefore, during the reach developm...

Claims

[Claim 1] A game progress control means for controlling the progress of the game, A calculation means for calculating a value based on a value related to the use of game value and a value related to the acquisition of game value, A transmission means for transmitting gaming machine information, including first information, second information, and third information, to a dedicated unit, Equipped with, The aforementioned game progress control means is: If the calculated value obtained by the calculation means reaches a predetermined value, the progress of the game is restricted. The aforementioned transmission means is If the transmission timing of the first information and the transmission timing of at least one of the second or third information overlap, the first information will be transmitted preferentially if a predetermined condition is met, and the first information will not be transmitted preferentially if the predetermined condition is not met. Gaming machine.