Gaming machine
The gaming machine maintains game interest by allowing for additional benefits and special effects when a winning symbol is displayed, addressing the issue of forcibly terminated losing variations in conventional machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2024-11-28
- Publication Date
- 2026-06-09
AI Technical Summary
Conventional gaming machines that forcibly terminate losing variations can decrease the performance effect and interest of the game, leading to a decrease in player engagement.
A gaming machine that includes a game board with specific operating ports and a mechanism to execute variation processes, allowing for the display of winning symbols and granting various game benefits, with the option to switch to special effects when a game ball enters a specific port during the variation process.
Enhances player engagement by maintaining game interest through the potential for additional game benefits and special effects, improving the overall enjoyment of the gaming experience.
Smart Images

Figure 2026093838000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, gaming machines equipped with a function to stop losing variations are known. For example, Patent Document 1 discloses a gaming machine capable of executing two types of variable display games, in which when a winning result pattern occurs in one variable display game, the other variable display game is forcibly terminated. Patent Document 2 discloses a gaming machine provided with a variable lever, and when the variable lever is operated during a losing variation, the variable display is terminated. Patent Documents 3 and 4 disclose gaming machines that stop losing variations based on the entry of a game ball into a so-called special electric operation port.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Patent Document 3
Patent Document 4
Summary of the Invention
Problems to be Solved by the Invention
[0004] When the losing variation is forcibly stopped, the variation performance being executed during the losing variation is forcibly terminated. Thus, if the configuration is simply such that the variation performance ends halfway, the performance effect may decrease, and the interest of the game may decrease.
[0005] An object of the present invention is to provide a gaming machine capable of improving the interest of the game. [Means for solving the problem]
[0006] To solve the above problems, the present invention provides a game machine comprising: a game board in which a game area is formed through which game balls flow; a starting port provided in the game area; a specific operating port provided in the game area; a symbol determination means for determining a stop symbol including a winning symbol based on the entry of a game ball into the starting port; a variation processing means for executing a variation process in which, when a stop symbol is determined, the symbol display unit displays a variation of the symbol and then displays the stop symbol as stopped; a game benefit granting means for which, when the winning symbol is displayed as stopped in the symbol display unit, one of several types of game benefits with different degrees of advantage can be granted to the player; and an effect execution means for executing a variation effect during the variation process, wherein the effect execution means can switch the variation effect being executed to a special effect that includes an indication of the type of game benefit to be granted after the winning symbol is displayed as stopped, when a game ball enters the specific operating port during the variation process in which the winning symbol is displayed as stopped. [Effects of the Invention]
[0007] According to the present invention, it is possible to improve the enjoyment of games. [Brief explanation of the drawing]
[0008] [Figure 1] This is a perspective view of a gaming machine showing the door in the open position according to the first embodiment. [Figure 2] This is a front view of a gaming machine according to the first embodiment. [Figure 3] This is a diagram illustrating the second major prize slot in the first embodiment. [Figure 4] This is a block diagram showing the internal configuration of the control means for controlling the progress of a game according to the first embodiment. [Figure 5] This is an address map of the memory area used by the main CPU according to the first embodiment. [Figure 6] This figure illustrates the special jackpot determination random number judgment table for the first embodiment. [Figure 7] It is a diagram for explaining a jackpot determination random number determination table for a special use according to the first embodiment. [Figure 8] It is a diagram for explaining a winning symbol random number determination table according to the first embodiment. [Figure 9] It is a diagram for explaining a reach group determination random number determination table according to the first embodiment. [Figure 10] It is a diagram for explaining a reach mode determination random number determination table according to the first embodiment. [Figure 11] It is a diagram for explaining a variation pattern random number determination table according to the first embodiment. [Figure 12] It is a diagram for explaining a variation time determination table according to the first embodiment. [Figure 13] It is a diagram for explaining a special electric accessory operation ram set table according to the first embodiment. [Figure 14] It is a diagram for explaining the opening / closing mode of the second big winning opening and the opening / closing mode of a specific area by a movable member. [Figure 15] It is a diagram for explaining a game state setting table for setting a game state after the end of a big role game according to the first embodiment. [Figure 16] (a) is a diagram for explaining a winning determination random number determination table of a general drawing, (b) is a diagram for explaining a normal symbol determination random number determination table for a non-time-reduced game state, and (c) is a diagram for explaining a normal symbol determination random number determination table for a time-reduced game state. [Figure 17] (a) is a diagram for explaining a normal symbol variation time data table, and (b) is a diagram for explaining an opening / closing control pattern table. [Figure 18] It is a diagram for explaining a game machine state flag according to the first embodiment. [Figure 19] It is a first flowchart for explaining a CPU initialization process in the main control board according to the first embodiment. [Figure 20] It is a second flowchart for explaining a CPU initialization process in the main control board according to the first embodiment. [Figure 21]It is a flowchart for explaining the sub-command group setting process in the main control board according to the first embodiment. [Figure 22] It is a flowchart for explaining the power-off evacuation process in the main control board according to the first embodiment. [Figure 23] It is a flowchart for explaining the timer interrupt process in the main control board according to the first embodiment. [Figure 24] It is a flowchart for explaining the setting-related process in the main control board according to the first embodiment. [Figure 25] It is a flowchart for explaining the switch management process in the main control board according to the first embodiment. [Figure 26] It is a flowchart for explaining the gate passing process in the main control board according to the first embodiment. [Figure 27] It is a flowchart for explaining the first start port passing process in the main control board according to the first embodiment. [Figure 28] It is a flowchart for explaining the second start port passing process in the main control board according to the first embodiment. [Figure 29] It is a flowchart for explaining the special symbol random number acquisition process in the main control board according to the first embodiment. [Figure 30] It is a flowchart for explaining the production determination process at the time of acquisition in the main control board according to the first embodiment. [Figure 31] It is a flowchart for explaining the specific area passing process in the main control board 300 according to the first embodiment. [Figure 32] It is a flowchart for explaining the special electric operation port passing process in the main control board according to the first embodiment. [Figure 33] It is a diagram for explaining the special game management phase according to the first embodiment. [Figure 34] It is a flowchart for explaining the special game management process in the main control board according to the first embodiment. [Figure 35] It is a flowchart for explaining the special symbol change waiting process in the main control board according to the first embodiment. [Figure 36] This is a flowchart illustrating the special symbol hit detection process in the main control board according to the first embodiment. [Figure 37] This is a flowchart illustrating the special pattern variation number determination process in the main control board according to the first embodiment. [Figure 38] This is a flowchart illustrating the special pattern variation processing in the main control board according to the first embodiment. [Figure 39] This is a flowchart illustrating the special symbol stop symbol display process in the main control board according to the first embodiment. [Figure 40] This is a flowchart illustrating the fluctuating state update process in the main control board according to the first embodiment. [Figure 41] This is a flowchart illustrating the pre-processing for opening the large prize slot in the main control board according to the first embodiment. [Figure 42] This is a flowchart illustrating the opening and closing switching process for the main prize slot in the main control board according to the first embodiment. [Figure 43] This is a flowchart illustrating the control process for opening the large prize slot in the main control board according to the first embodiment. [Figure 44] This is a flowchart illustrating the process for effectively closing the large prize slot in the main control board according to the first embodiment. [Figure 45] This is a flowchart illustrating the large prize entry end-of-game wait processing in the main control board according to the first embodiment. [Figure 46] This diagram illustrates the normal game management phase according to the first embodiment. [Figure 47] This is a flowchart illustrating the normal game management process in the main control board according to the first embodiment. [Figure 48] This is a flowchart illustrating the normal pattern change waiting process in the main control board according to the first embodiment. [Figure 49] This is a flowchart illustrating the processing during normal pattern variation in the main control board according to the first embodiment. [Figure 50]This is a flowchart illustrating the normal symbol stop symbol display process in the main control board according to the first embodiment. [Figure 51] This is a flowchart illustrating the pre-processing for opening the ordinary electric prize entry slot in the main control board according to the first embodiment. [Figure 52] This is a flowchart illustrating the switching process for opening and closing the ordinary electric prize slot in the main control board according to the first embodiment. [Figure 53] This is a flowchart illustrating the control process for opening the ordinary electric prize slot in the main control board according to the first embodiment. [Figure 54] This is a flowchart illustrating the process for closing the ordinary electric prize entry slot in the main control board according to the first embodiment. [Figure 55] This is a flowchart illustrating the normal electric prize entry point end-of-wait processing in the main control board according to the first embodiment. [Figure 56] This figure illustrates an example of a variation animation for a variation pattern without a reach according to the first embodiment. [Figure 57] This figure illustrates an example of a variation in the normal reach variation pattern according to the first embodiment. [Figure 58] This figure illustrates an example of a variation in the development reach variation pattern when a miss occurs according to the first embodiment. [Figure 59] This figure illustrates an example of a variation in the development reach variation pattern during a big win according to the first embodiment. [Figure 60] This figure illustrates an example of a variation animation when the reach development animation according to the first embodiment is executed twice. [Figure 61] This figure illustrates an example of a variation animation for a pseudo-continuous reach variation pattern according to the first embodiment. [Figure 62] This is a diagram illustrating the variable performance determination table according to the first embodiment. [Figure 63] This figure illustrates an example of a hold display animation according to the first embodiment. [Figure 64](a) is a diagram illustrating the final hold display pattern determination table, and (b) is a diagram illustrating the previous hold display pattern determination table. [Figure 65] This figure illustrates an example of a pre-announcement effect according to the first embodiment. [Figure 66] This diagram illustrates the pre-announcement effect determination table according to the first embodiment. [Figure 67] This is the first figure illustrating an example of a blackout effect according to the first embodiment. [Figure 68] This figure illustrates an example of a highly exciting waiting animation according to the first embodiment. [Figure 69] This is a flowchart illustrating the sub-CPU initialization process in the sub-control board according to the first embodiment. [Figure 70] This is a flowchart illustrating the sub-timer interrupt processing in the sub-control board according to the first embodiment. [Figure 71] This is a flowchart illustrating the pre-reading command reception process in the sub-control board according to the first embodiment. [Figure 72] This is a flowchart illustrating the variable command reception process in the sub-control board according to the first embodiment. [Figure 73] This is a flowchart illustrating the opening specification command reception process in the sub-control board according to the first embodiment. [Figure 74] This is a flowchart illustrating the process of receiving a special stop designation command in the sub-control board according to the first embodiment. [Figure 75] This is a front view of a gaming machine according to the second embodiment. [Figure 76] This is a flowchart illustrating the special electrical port passage processing in the main control board according to the third embodiment. [Figure 77] This is a flowchart illustrating the special pattern change waiting process in the main control board according to the third embodiment. [Figure 78] This diagram illustrates the cut-out of the variation animation during a losing variation according to the third embodiment. [Figure 79] This is a diagram illustrating the selection presentation according to the third embodiment. [Figure 80] This is a time chart illustrating the differences in the variation of the game's presentation depending on whether or not a game ball enters the special electric activation port according to the third embodiment. [Figure 81] This is a flowchart illustrating the sub-timer interrupt of the sub-control board according to the third embodiment. [Figure 82] This is a flowchart illustrating the process of receiving a special stop designation command in the sub-control board according to the third embodiment. [Figure 83] This is a flowchart illustrating the process of receiving a specified command upon winning a prize at the special electric activation port in the sub-control board according to the third embodiment. [Figure 84] This is a flowchart illustrating the selection process in the sub-control board according to the third embodiment. [Figure 85] This is a front view of a gaming machine according to the fourth embodiment. [Figure 86] This is a block diagram showing the internal configuration of the control means for controlling the progress of a game according to the fourth embodiment. [Figure 87] This is a diagram illustrating a special electric motor operating ramset table according to the fourth embodiment. [Figure 88] This figure illustrates a game state setting table for setting the game state after the completion of a major game according to the fourth embodiment. [Figure 89] This is a flowchart illustrating the switch management process in the main control board according to the fourth embodiment. [Figure 90] This is a flowchart illustrating the gate passage process in the main control board according to the fourth embodiment. [Figure 91] This is a flowchart illustrating the special pattern change waiting process in the main control board according to the fourth embodiment. [Figure 92] This is a flowchart illustrating the special symbol stop symbol display process in the main control board according to the fourth embodiment. [Figure 93] This is a flowchart illustrating the pre-processing for opening the large prize slot in the main control board according to the fourth embodiment. [Figure 94]This is a flowchart illustrating the effective closing process for the large prize-winning opening according to the fourth embodiment. [Figure 95] This is a flowchart illustrating the weight processing at the end of the grand prize slot according to the fourth embodiment. [Figure 96] This is a flowchart illustrating the state setting process according to the fourth embodiment. [Figure 97] This is a time chart illustrating the change in the ending time for minor wins according to the fourth embodiment. [Figure 98] This figure illustrates the random number generation table for determining winning patterns according to the fifth embodiment. [Figure 99] This is a diagram illustrating the first special electric mechanism operating ramset table according to the fifth embodiment. [Figure 100] This is a diagram illustrating the second special electric motor operating ramset table according to the fifth embodiment. [Figure 101] This figure illustrates a game state setting table for setting the game state after the completion of a major game according to the fifth embodiment. [Figure 102] This diagram illustrates a variation animation that is executed when a game ball enters the special electric activation port during a predetermined animation in a losing variation according to the fifth embodiment. [Figure 103] This is the first diagram illustrating a variation animation that is performed when a game ball enters the special electric activation port during a predetermined animation in a big win variation or small win variation according to the fifth embodiment. [Figure 104] This is the second figure illustrating a variation animation that is performed when a game ball enters the special electric activation port during a predetermined animation in a big win variation or small win variation according to the fifth embodiment. [Figure 105] This diagram illustrates a variation animation that is executed when a game ball enters the special electric activation port when a predetermined animation is not in progress during a big win or small win variation according to the fifth embodiment. [Figure 106] This is a time chart illustrating the timing at which the predetermined performance according to the fifth embodiment may be executed. [Figure 107] This diagram illustrates the predetermined performance execution decision table for a standard custom configuration according to the fifth embodiment. [Figure 108] This diagram illustrates the predetermined performance execution decision table for the custom performance reliability increase per predetermined performance according to the fifth embodiment. [Figure 109] This is a flowchart illustrating the sub-timer interrupt processing of the sub-control board according to the fifth embodiment. [Figure 110] This is a flowchart illustrating the variable command reception process of the sub-control board according to the fifth embodiment. [Figure 111] This is a flowchart illustrating the process of receiving a special stop designation command for the sub-control board according to the fifth embodiment. [Figure 112] This is a flowchart illustrating the process of receiving a specified command upon winning a prize at the special electric activation port of the sub-control board according to the fifth embodiment. [Figure 113] This is a flowchart illustrating the process for determining the performance state of the sub-control board according to the fifth embodiment. [Modes for carrying out the invention]
[0009] 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.
[0010] To facilitate understanding of the embodiments of the present invention, first, the mechanical and electrical configurations of the gaming machine in the first embodiment, and the specific processes on each circuit board will be described. Next, specific effects that can be performed in the first embodiment and the specific processes related to such effects will be described. After that, the second, third, fourth, and fifth embodiments of the present invention will be described in detail, showing the differences in configuration from the first embodiment.
[0011] <First Example> Figure 1 is a perspective view of a gaming machine 100 according to the first embodiment, 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.
[0012] 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.
[0013] Figure 2 is a front view of the gaming machine 100 according to the first embodiment. 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 launching 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.
[0014] 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, and game balls guided into the game area 116 collide with the nails and windmills, causing them to flow or roll in irregular directions.
[0015] The game area 116 comprises a first game area 116a and a second game area 116b, which differ in the degree to which game balls enter each other depending on the launch strength of the launching mechanism. The first game area 116a is located on the left side of the game area 116 as viewed from a player facing the game machine 100, and the second game area 116b is located on the right side of the game area 116 as viewed from a player facing the game machine 100. Since the rails 114a and 114b are on the left side of the game area 116, game balls launched by the launching mechanism with a launch strength below a predetermined strength enter the first game area 116a, and game balls launched with a launch strength of a predetermined strength or greater enter the second game area 116b.
[0016] Furthermore, the game area 116 is provided with a general prize entry point 118, a first start entry point 120, a second start entry point 122, and a special electric activation entry point 129 into which game balls can be entered. When a game ball enters one of these general prize entry points 118, the first start entry point 120, the second start entry point 122, or the special electric activation entry point 129, a predetermined number of prize balls are dispensed to the player. The number of prize balls dispensed can be one or more, and the number of prize balls dispensed from each of the general prize entry point 118, the first start entry point 120, the second start entry point 122, and the special electric activation entry point 129 may be different or the same. In this case, it is also possible to set the number of prize balls dispensed when a game ball enters the first start entry point 120 to be less than the number of prize balls dispensed when a game ball enters the second start entry point 122.
[0017] As will be explained in more detail later, a first starting area is provided within the first starting opening 120, and a second starting area is provided within the second starting opening 122. When a game ball enters the first starting opening 120 or the second starting opening 122 and enters the first starting area or the second starting area, a lottery is held to determine one of several pre-determined special symbols. Each special symbol is associated with various game benefits, such as whether or not a major or minor winning game that is advantageous to the player can be performed, or what kind of game state the subsequent game will be in. 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.
[0018] Furthermore, a special electric activation area is provided within the special electric activation port 129. Based on the fact that a game ball enters the special electric activation port 129 and enters the special electric activation area, a minor prize game that is advantageous to the player is executed. Therefore, when a game ball enters the special electric activation port 129, the player not only wins a predetermined number of prize balls but also gains the opportunity to play a minor prize game.
[0019] As mentioned above, minor wins can be triggered based on the determination of special symbols or based on the entry of game balls into the special electric activation port 129. In the following, minor wins triggered based on the entry of game balls into the special electric activation port 129 may be referred to as specific minor wins.
[0020] The first starting opening 120 is located below the game area 116, and is positioned such that only game balls flowing down the first game area 116a can enter it, or it is positioned in a way that makes it easier for game balls that have entered the first game area 116a to enter than for game balls that have entered the second game area 116b.
[0021] Furthermore, the second starting port 122 is located in the second game area 116b, and only game balls flowing down the second game area 116b can enter it, or it is positioned so that game balls entering the second game area 116b are more likely to enter than game balls entering the first game area 116a. This second starting port 122 is composed of a variable starting port (variable starting prize entry device) having a movable piece 122b, so that the ease with which game balls can enter the second starting port 122 is variable.
[0022] Specifically, the second starting opening 122 is provided with a movable piece 122b that can be opened and closed, and when this movable piece 122b is in the closed position, it is impossible or difficult for game balls to enter the second starting opening 122. The specific configuration of the second starting opening 122 is not particularly limited, but here, the movable piece 122b is assumed to be retracted into the rear side of the game board 108 when in the closed position, and to protrude into the front side of the game board 108 when in the open position. When the movable piece 122b is retracted and in the closed position, the second starting opening 122 is closed, and game balls flow down the front side of the second starting opening 122.
[0023] In response to this, when a game ball passes through the gate 124 located in the second game area 116b, it is determined whether or not to perform an auxiliary game in which the second start opening 122 is opened. If it is determined that the auxiliary game should be performed, an auxiliary game is executed in which the second start opening 122 is controlled to open and close. More specifically, a lottery for a regular symbol, described later, is held on the condition that the game ball passes through the gate 124, and if a winning combination is selected in this lottery, the movable piece 122b is controlled to be in the open state for a predetermined time.
[0024] When the movable piece 122b is in the open position, the game balls flowing down the front side of the second start opening 122 fall onto the movable piece 122b. The game balls that fall onto the movable piece 122b are guided by the movable piece 122b and led to the second start opening 122. In this way, when the movable piece 122b is in the open position, it functions as a receptacle that guides the game balls to the second start opening 122, making it easier for the game balls to enter the second start opening 122.
[0025] Furthermore, the special electric activation port 129 is located in the second game area 116b, and only game balls flowing down the second game area 116b can enter it, or it is positioned so that game balls entering the second game area 116b are more likely to enter than game balls entering the first game area 116a. In addition, if it is impossible or difficult for a ball to enter the second start port 122, which is located upstream of the special electric activation port 129 in the second game area 116b, and the first and second major prize ports 126 and 128 described later, then most of the game balls launched into the second game area 116b (approximately 98%) will flow down towards the special electric activation port 129, making it easy to play the game with the aim of getting the ball into the special electric activation port 129.
[0026] Furthermore, the game area 116 is provided with a first large prize slot 126 and a second large prize slot 128. The first large prize slot 126 and the second large prize slot 128 are positioned so that game balls flowing down the second game area 116b can enter them.
[0027] The first major prize slot 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 slot 126, making it impossible for game balls to enter it. However, when the aforementioned specific minor prize game is played, the opening / closing door 126b opens and functions as a receiving tray, allowing game balls to enter the first major prize slot 126. When game balls enter the first major prize slot 126, a predetermined amount of prize balls are paid out to the player.
[0028] Furthermore, the second large prize opening 128 is provided with a movable piece 128b that can be opened and closed. Normally, the movable piece 128b closes the second large prize opening 128, making it impossible for game balls to enter it. However, when the aforementioned minor prize game or major prize game is performed, the movable piece 128b opens, and the movable piece 128b functions as a receiving tray, allowing game balls to enter the second large prize opening 128. When a game ball enters the second large prize opening 128, a predetermined amount of prize balls is paid out to the player. The first large prize opening 126 and the second large prize opening 128 are collectively referred to simply as the large prize openings. The large prize openings are provided with a large prize area, and when a game ball enters the large prize area, a predetermined amount of prize balls is paid out. In other words, it can be said that the large prize area opens and closes during major prize games or minor prize games.
[0029] Figure 3 is a diagram illustrating the second large prize opening 128 according to the first embodiment. The second game area 116b is provided with a structure 128a that protrudes from the front side of the game board 108. This structure 128a has an opening formed at its top, and this opening becomes the second large prize opening 128. A movable piece 128b is provided at the top of the structure 128a, 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.
[0030] 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 in the closed position, the game balls flowing down the game area 116 (second game area 116b) will fall onto the movable piece 128b. Here, the movable piece 128b, when kept in the closed position, is tilted 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 balls that have fallen onto the movable piece 128b will slowly roll across the movable piece 128b from right to left.
[0031] Then, when the minor prize game and major prize game described later are performed, the movable piece 128b changes to an open state that opens the second major prize opening 128. Here, as shown in Figures 3(a) and (b), the movable piece 128b moves in and out of the hole formed in the game board 108 in the front-to-back direction (front-to-back direction) of the game machine 100 by an actuator (solenoid) not shown. Normally, the actuator is kept in an unpowered state, and the movable piece 128b is held in a position that protrudes forward of the hole in the game board 108, closing the second major prize opening 128. Then, when the actuator is powered, as shown in Figure 3(b), the movable piece 128b is held in a position that is retracted backward of the hole in the game board 108, and the second major prize opening 128 is opened. In this state, when the second major prize opening 128 is open, game balls enter the second major prize opening 128.
[0032] Furthermore, an outlet passage 128d is provided inside the second large prize opening 128, and the second large prize opening 128 is inclined so that game balls that enter the second large prize opening 128 are guided into the outlet passage 128d. The outlet passage 128d is provided with a specific area 140 and a non-specific area 141, which are holes through which game balls can pass, and the game balls that enter the second large prize opening 128 are configured to pass through either the specific area 140 or the non-specific area 141 and be discharged to the back side of the game board 108.
[0033] Furthermore, the second major prize slot 128 is provided with a movable member 142 that opens and closes a specific area 140 and a non-specific area 141. This movable member 142 can be switched between a state that allows game balls to enter the specific area 140 and a state that prevents game balls from entering the specific area 140 by its movement (sliding). More specifically, when the movable member 142 is displaced to the position shown in Figure 3(c), the non-specific area 141 is blocked by the movable member 142, allowing game balls to pass through the specific area 140. On the other hand, when the movable member 142 is displaced to the position shown in Figure 3(d), the specific area 140 is blocked by the movable member 142, allowing game balls to pass through the non-specific area 141. As will be explained in more detail later, if a game ball enters the specific area 140 during a minor prize game, it results in a major prize (two types of major prizes), and the aforementioned major prize game begins.
[0034] Returning to Figure 2, at the bottom of the game area 116, there is an outlet 130 that discharges 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 first major prize entry opening 126, the second major prize entry opening 128, or the special electric activation opening 129 from the game area 116 to the back side of the game board 108.
[0035] Furthermore, the gaming machine 100 is equipped with a performance device that performs effects during gameplay, including 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 performance buttons 208 that accept input from the player.
[0036] The performance display device 200 comprises a main performance display unit 200a and a sub-performance display unit 201a, both consisting of an image display unit for displaying images. The main performance display unit 200a is positioned approximately in the center of the game board 108, visible from the front of the game machine 100. As shown in the figure, performance symbols 210a, 210b, and 210c are displayed in this main performance display unit 200a in a variable manner, and a variable performance is executed in which the result of the big win lottery is notified to the player based on the stopping display pattern of each of these performance symbols 210a, 210b, and 210c. The sub-performance display unit 201a is provided above the main performance display unit 200a and displays auxiliary performance images during the variable performance.
[0037] The special effects device 202 is positioned in front of the main display unit 200a and is normally retracted to the back of the game board 108. However, during the display of the above-mentioned special effects symbols 210a, 210b, and 210c, it moves to the front of the main display unit 200a to give the player a sense of anticipation for a big win.
[0038] 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.
[0039] 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.
[0040] The performance button 208 is a button that accepts a press operation 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 button 208 is activated in accordance with the image displayed on the main performance display unit 200a, and when the player's operation is accepted within the valid operation time, various performances are executed according to that operation.
[0041] The directional pad 209 consists of four buttons—up, down, left, and right—that respond to player input, and is located near the effect button 208. The effect button 208 and the directional pad 209 are sometimes used to adjust various settings.
[0042] 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 in 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.
[0043] 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.
[0044] (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 according to the first embodiment.
[0045] 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.
[0046] The gaming machine 100 of the first embodiment is broadly divided into a special game, which is started by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game, which is started when a game ball passes through the gate 124. The main ROM 300b of the main control board 300 stores various programs for running the special game and the normal game, as well as data and tables necessary for each type of game.
[0047] The main control board 300 includes a general prize entry detection switch 118s for detecting when a game ball enters the general prize entry 6s, a second large prize entry point detection switch 128s that detects when a game ball enters the second large prize entry point 128, a special electric operation point detection switch 129s that detects when a game ball enters the special electric operation point 129, a specific area detection switch 140s that detects when a game ball enters a specific area 140, and an out ball detection switch 130s that detects when a game ball is ejected from the game area 116 are connected, and detection signals are input to the main control board 300 from each of these detection switches.
[0048] Furthermore, a confluence passage is provided on the back of the game board 108, and game balls that enter the general prize entry port 118, the first start port 120, the second start port 122, the first major prize entry port 126, the second major prize entry port 128, and the special electric activation port 129, respectively, and game balls that are guided to the back side from the discharge port 130, merge in the confluence passage and are guided to the equipment of the game hall. The out ball detection switch 130s is provided in the confluence passage, and all game balls discharged from the game area 116, in other words, all game balls launched into the game area 116, are detected by the out ball detection switch 130s.
[0049] Furthermore, the main control board 300 is connected to a standard electric mechanism solenoid 122c that operates the movable piece 122b of the second start opening 122, a first large prize opening solenoid 126c that operates the opening / closing door 126b that opens and closes the first large prize opening 126, a second large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the second large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided inside the second large prize opening 128. The main control board 300 controls the opening and closing of the second start opening 122, the first large prize opening 126, the second large prize opening 128, and the specific area 140.
[0050] 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.
[0051] Furthermore, the gaming machine 100 is equipped with multiple abnormality detection sensors 174 that detect potential abnormalities or fraudulent activity, such as a radio wave detection sensor for detecting radio waves, a magnetic detection sensor for detecting magnetism, and a door open sensor for detecting the open state of the middle frame 104 and the front frame 106. An abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0052] 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 described in more detail later, in the first embodiment of the game machine 100, one of six setting values with different degrees of advantage is stored as a registered setting value in the setting value buffer, and the game proceeds according to the stored registered setting value.
[0053] 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.
[0054] 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.
[0055] Furthermore, the main control board 300 is connected to the dispensing control board 310 and the sub-control board 330.
[0056] 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.
[0057] 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.
[0058] Furthermore, the payout control board 310 is connected to a tray full detection switch 318s that detects when the lower tray 134 is full. This tray full detection switch 318s is installed in the passage that guides the game balls to be paid out as prize balls to the lower tray 134, and each time a game ball passes through this passage, a game ball detection signal is input to the payout control board 310.
[0059] 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.
[0060] Furthermore, the payout control board 310 is connected to a launch control circuit 320 in a bidirectional manner. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes the launch. The launch control circuit 320 is connected to a touch sensor 112s, which is provided on the operating handle 112 and detects when a player touches the operating handle 112, and an operating volume 112a, which detects the operating angle of the operating handle 112. When signals are input from the touch sensor 112s and the operating volume 112a, the launch control circuit 320 controls the launch solenoid 112c provided on the game ball launching device to energize and launch the game ball.
[0061] The sub-control board 330 primarily controls various effects during gameplay and standby. This sub-control board 330 is equipped with a sub-CPU 330a, sub-ROM 330b, sub-RAM 330c, and RTC 330d, and is connected to the main control board 300 in a one-way communication manner from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads the program stored in the sub-ROM 330b and performs calculations based on commands transmitted from the main control board 300 and input signals from timers, and also executes and controls the effects. At this time, the sub-RAM 330c functions as a data work area during the calculations performed by the sub-CPU 330a.
[0062] Specifically, the sub-control board 330 performs image display control to display images on the main performance display unit 200a and the sub-performance display unit 201a. The sub-ROM 330b stores a large amount of various image data to be displayed on the main performance display unit 200a and the sub-performance display unit 201a, and the sub-CPU 330a reads the image data from the sub-ROM 330b into a VRAM (not shown) and controls the image display on the main performance display unit 200a and the sub-performance display unit 201a.
[0063] Furthermore, the sub-control board 330 operates the performance device 202 and controls the lighting of the performance lighting device 204, as well as controlling the audio output to output sound from the audio output device 206. In addition, when an operation detection signal is input from the performance button detection switch 208s, which detects when the performance button 208 is pressed, and the directional key detection switch 209s, which detects when the directional key 209 is pressed, it performs predetermined processing.
[0064] Each circuit board is connected to a power supply board (not shown), and power is supplied to each board from the commercial power supply via the power supply board. The power supply board also has a backup power supply consisting of capacitors. The RTC330d, located on the sub-control board 330, receives power from this backup power supply to measure the current time.
[0065] Figure 5 shows the address map of the memory area used by the main CPU 300a according to the first embodiment. In Figure 5, addresses are shown in hexadecimal, and "H" indicates a hexadecimal number. 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 to 2FFFH) and the memory area allocated to the main RAM 300c (F000H to F3FFH).
[0066] The memory area of the main ROM 300b is provided with a used area (0000H~1A7AH) 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).
[0067] 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~0FFFH), and a data area (1000H~1A7AH) where data other than programs is stored. Note that the usable area may be excluded from the unused area (0A8AH~0FFFH).
[0068] 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.
[0069] 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.
[0070] 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.
[0071] 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).
[0072] 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.
[0073] Furthermore, in addition to the used and unused memory areas, the main RAM300c also includes unused areas (F200H~F20FH) and unused areas (F229H~F3FFH).
[0074] 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.
[0075] 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.
[0076] 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.
[0077] Next, the gameplay in the first embodiment of the gaming machine 100 will be explained along with the various tables stored in the main ROM 300b.
[0078] As mentioned above, the gaming machine 100 of the first embodiment has two types of games, a special game and a regular game, that proceed in parallel, and when these two games are in progress, the game proceeds in either a non-time-saving game state or a time-saving game state.
[0079] Furthermore, the non-time-saving game state is a game state in which the movable piece 122b is less likely to open and it is difficult for game balls to enter the second start opening 122, while the time-saving game state is a game state in which the movable piece 122b is more likely to open than in the non-time-saving game state and it is easier for game balls to enter the second start opening 122. The initial state of the game machine 100 is set to the non-time-saving game state.
[0080] 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 the player is awarded a game prize (hereinafter referred to as the "Big Prize Lottery"). If the Big Prize Lottery results in a Big Win or a Small Win, the second Big Prize Opening 128 is opened, and a Big Prize game or Small Prize game is executed, allowing game balls to enter the second Big Prize Opening 128. Furthermore, 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.
[0081] 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 these random values are stored in the special symbol reserve memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reserve memory area when a 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. Furthermore, when a game ball enters the special electric activation port 129, the first big prize port 126 is opened and a specific small prize game is executed that allows a game ball to enter the first big prize port 126 without performing the big prize lottery described above.
[0082] 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 special symbol hold memory area has four memory units (first to fourth memory units), and the second special symbol hold memory area has one memory unit (first memory unit). 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 in the first memory unit of the second special symbol hold memory area.
[0083] For example, when a game ball enters the first starting port 120, if no hold is stored in any of the first to fourth storage units of the first special symbol hold memory area, special symbol 1 hold is stored in the first storage unit. Also, for example, if special symbol 1 hold is stored in the first to third storage units, and a game ball enters the first starting port 120, special symbol 1 hold is stored in the fourth storage unit.
[0084] However, the number of special 1 reserves (X1) that can be stored in the first special reserve memory area is set to four, and the number of special 2 reserves (X2) that can be stored in the second special reserve memory area is set to one. 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 one special 2 reserve is already stored in the second special reserve memory area, no new special 2 reserve will be stored as a result of the game ball entering the second start opening 122.
[0085] Figure 6 is a diagram illustrating the special jackpot determination random number determination table for the first embodiment. 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 determination table is selected according to the game state, and the jackpot lottery is performed using the selected jackpot determination random number determination table and the obtained jackpot determination random number.
[0086] When initiating a major prize draw for a Special 1 reserved ball, the Special 1 jackpot determination random number judgment table is referenced. In this first embodiment, six setting values with different degrees of advantage are provided, and a Special 1 jackpot determination random number judgment table is provided for each setting value. During gameplay, the setting value is set to one of the six levels, and the major prize draw is performed by referencing the Special 1 jackpot determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).
[0087] If the setting value is set to 1 (registered setting value = 1), the big win lottery is performed by referring to the special 1 big win determination random number judgment table a shown in Figure 6(a). According to this special 1 big win determination random number judgment table a, a big win is determined if the big win determination random number is between 10001 and 10205, and a loss is determined if it is any other big win determination random number. Therefore, the probability of a big win in this case is approximately 1 / 319.6.
[0088] If the setting value is set to 2 (registered setting value = 2), the big win lottery is performed by referring to the special 1 big win determination random number table b shown in Figure 6(b). According to this special 1 big win determination random number table b, a big win is determined if the big win determination random number is between 10001 and 10210, and a loss is determined if it is any other big win determination random number. Therefore, the probability of a big win in this case is approximately 1 / 312.0.
[0089] If the setting value is set to 3 (registered setting value = 3), the big win lottery is performed by referring to the special 1 big win determination random number judgment table c shown in Figure 6(c). According to this special 1 big win determination random number judgment table c, a big win is determined if the big win determination random number is between 10001 and 10215, and a loss is determined if it is any other big win determination random number. Therefore, the probability of a big win in this case is approximately 1 / 304.8.
[0090] If the setting value is set to 4 (registered setting value = 4), the big win lottery is performed by referring to the special 1 big win determination random number table d shown in Figure 6(d). According to this special 1 big win determination random number table d, a big win is determined if the big win determination random number is between 10001 and 10220, and a loss is determined if it is any other big win determination random number. Therefore, the probability of a big win in this case is approximately 1 / 297.8.
[0091] If the setting value is set to 5 (registered setting value = 5), the big win lottery is performed by referring to the special 1 big win determination random number judgment table e shown in Figure 6(e). According to this special 1 big win determination random number judgment table e, a big win is determined if the big win determination random number is between 10001 and 10225, and a loss is determined if it is any other big win determination random number. Therefore, the probability of a big win in this case is approximately 1 / 291.2.
[0092] If the setting value is set to 6 (registered setting value = 6), the big win lottery is performed by referring to the special 1 big win determination random number table f shown in Figure 6(f). According to this special 1 big win determination random number table f, a big win is determined if the big win determination random number is between 10001 and 10230, and a loss is determined if it is any other big win determination random number. Therefore, the probability of a big win in this case is approximately 1 / 284.9.
[0093] Figure 7 illustrates the random number determination table for determining the jackpot for Special 2 according to the first embodiment. When starting the jackpot lottery for Special 2 reserved balls, the random number determination table for determining the jackpot for Special 2 is referenced. The random number determination table for determining the jackpot for Special 2 is also provided for each setting value, similar to the random number determination table for determining the jackpot for Special 1.
[0094] If the setting value is set to 1 (registered setting value = 1), the big win lottery is performed by referring to the special 2 big win determination random number judgment table a shown in Figure 7(a). According to this special 2 big win determination random number judgment table a, a big win is determined if the big win determination random number is between 10001 and 10205, and a minor win is determined if it is any other big win determination random number. Therefore, in this case, the probability of a big win is approximately 1 / 319.6, and the probability of a minor win is approximately 1 / 1.
[0095] Similarly, 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 special 2 big win determination random number judgment tables b to f shown in Figures 7(b) to (f). According to these special 2 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 when the setting value is 2 to 6 is approximately 1 / 312.0 to 1 / 284.9, and the small win probability is approximately 1 / 1.
[0096] As described above, the jackpot lottery 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 higher than when it is lower. Note that although a registered setting value is set and the probability of winning the jackpot differs depending on the registered setting value, the registered setting value is not mandatory.
[0097] Figure 8 is a diagram illustrating the winning symbol random number determination table according to the first embodiment. 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, when the above-mentioned major prize lottery results in a "big win" or "minor win" determination, the type of special symbol is determined by the obtained winning symbol random number and the winning symbol random number determination table. At this time, if a "big win" is achieved by special 1 reserve, special 1 winning symbol random number determination table a is selected, as shown in Figure 8(a). If a "big win" is achieved by special 2 reserve, special 2 winning symbol random number determination table a is selected, as shown in Figure 8(b), and if a "minor win" is achieved by special 2 reserve, special 2 winning symbol random number determination table b is selected, as shown in Figure 8(c). In the following, 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 losing result is determined will be called losing symbols.
[0098] 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 a for special 2 shown in Figure 8(b), the type of special symbol (jackpot symbol) is determined according to the acquired value of the winning symbol random number, as shown in the figure. Furthermore, according to the special symbol random number determination table b for special 2 shown in Figure 8(c), regardless of the acquired value of the winning symbol random number, the type of special symbol (minor win symbol) is determined to be special symbol a, as shown in the figure.
[0099] On the other hand, if the result of the major role lottery is a "miss," and that lottery result is derived by the special 1 reserve, then special symbol X is determined as a losing symbol without conducting a lottery.
[0100] In other words, the winning symbol random number determination table is only referenced when the major role lottery result is "Big Win" or "Minor Win," and is not referenced when the major role lottery result is "Loss." Here, it is assumed that different big win symbols are determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table. However, it is also possible to determine the same big win symbol in both tables, or to determine the type of special symbol (big win symbol) by referring to the winning symbol random number determination table 1, regardless of the type of hold.
[0101] In this example, the selection ratio of the jackpot symbol and the minor prize symbol is the same for all settings, but either the jackpot symbol or the minor prize symbol, or both, may be different for each setting.
[0102] Figure 9 is a diagram illustrating the reach group determination random number judgment table according to the first embodiment. Multiple reach group determination random number judgment tables are provided, and a pre-set table is selected according to the type of hold, the number of holds, the game state, the fluctuation state associated with the game state, etc. When a game ball enters the first start opening 120 or the second start opening 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, when the result of the big win lottery is derived, a process is performed to determine the fluctuation performance pattern that notifies the big win lottery result. In the first embodiment, when the result of the big win lottery is "miss", the group type is first determined by the reach group determination random number and the reach group determination random number judgment table in order to determine the fluctuation performance pattern. The fluctuation state is a concept set separately from the game state, which specifies which table is referred to to determine the fluctuation performance pattern.
[0103] For example, when the game state is set to a non-time-saving game state, 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 state is set to a non-time-saving game 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.
[0104] 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 during non-time-saving gameplay. However, the main ROM 300b also stores many other random number determination tables for determining the reach group.
[0105] 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."
[0106] Figure 10 illustrates the random number determination table for determining the reach mode according to the first embodiment. 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 a miss is provided for each group type determined as described above, while the random number determination table for determining the reach mode when a jackpot and the random number determination table for determining the reach mode when a minor win are provided for each type of hold.
[0107] 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 a miss occurs, 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 a big win occurs is shown in Figure 10(b), an example of the reach mode determination random number judgment table for special 2 when a big win occurs is shown in Figure 10(c), and an example of the reach mode determination random number judgment table for special 2 when a small win occurs is shown in Figure 10(d).
[0108] 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 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.
[0109] Furthermore, if the result of the major role lottery is a "minor win," as shown in Figure 10(d), a random number determination table for determining the reach mode during a minor win corresponding to 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 during a minor win and the reach mode determination random number.
[0110] 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 first embodiment, 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 when written as ○○H in Figures 10 to 12, it indicates an arbitrary value expressed in hexadecimal.
[0111] 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 8. 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).
[0112] 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.
[0113] Figure 11 illustrates the variable pattern random number determination table according to the first embodiment. Here, we show the variable pattern random number determination table x for a predetermined table number x, but many other variable pattern random number determination tables are also provided for each table number.
[0114] When a game ball enters the first starting port 120 or the second starting port 122, one random variation pattern number is obtained from the range of 0 to 238. Then, based on the random variation pattern number determination table determined simultaneously with the above-mentioned variation mode number and the obtained random variation pattern number, the variation pattern number is determined as shown in the figure.
[0115] In this way, when the big prize lottery is held, the variation mode number and variation pattern number are determined according to the big prize lottery result, the determined symbol type, the game state, the number of reserved symbols, the type of reserved symbols, etc. These variation mode numbers and variation pattern numbers identify the variation performance pattern, and each of them is associated with the manner and duration of the variation performance.
[0116] Figure 12 is a diagram illustrating the variation time determination table according to the first embodiment. As described above, once the variation mode number is determined, variation time 1 is determined according to the variation time 1 determination table shown in Figure 12(a). According to this variation time 1 determination table, variation time 1 is associated with each variation mode number, and the corresponding variation time 1 is determined according to the determined variation mode number.
[0117] Furthermore, as described above, once the variation pattern number is determined, variation time 2 is determined according to the variation time 2 determination table shown in Figure 12(b). According to this variation time 2 determination table, variation time 2 is associated with each variation pattern number, and the corresponding variation time 2 is determined according to the determined variation pattern number. The sum of variation times 1 and 2 determined in this way becomes the time of the variation animation that announces the result of the big prize lottery, i.e., the variation time.
[0118] 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.
[0119] Figure 13 illustrates the special electric mechanism activation ramset table according to the first embodiment. This special electric mechanism activation 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 and the second big prize slot solenoid 128c are energized by referring to this special electric mechanism activation ramset table. In reality, multiple special electric mechanism activation ramset tables are provided for each type of special symbol (big win symbol and small win symbol) or when a game ball enters the special electric activation slot 129. Depending on the determined type of special symbol or when a game ball enters the special electric activation slot 129, the corresponding table is set at the start of the big win game or small win game. However, for the sake of explanation, all the control data for special symbols is shown in one table here.
[0120] When a special symbol A, B, C, or D, which is a jackpot symbol, or a special symbol a, which is a minor jackpot symbol, is determined, or when a game ball enters the special electric mechanism opening 129, as shown in Figure 13, an opening and closing process is executed to control the opening and closing of the first major prize opening 126 and the second major prize opening 128 in a predetermined opening and closing pattern by referring to the special electric mechanism operation ramset table. A jackpot game and a minor jackpot game consist of multiple rounds in which the second major prize opening 128 is opened and closed a predetermined number of times, while a specific minor jackpot game consists of only one round in which the first major prize opening 126 is opened and closed a predetermined number of times.
[0121] According to this special electric mechanism operation ramset table, the opening time (waiting time until the first round of gameplay begins), the maximum number of special electric mechanism operations (number of rounds of gameplay performed during one major win game or minor win game), the number of openings of the major prize slots (the number of times the first major prize slot 126 and the second major prize slot 128 are opened in each round of gameplay), the number of special electric mechanism opening / closing switches (the number of times the first major prize slot 126 and the second major prize slot 128 are opened in one round of gameplay), the solenoid energizing time (the energizing time of the first major prize slot solenoid 126c and the second major prize slot solenoid 128c for each number of times the first major prize slot 126 and the second major prize slot 128 are opened, in other words The following are stored in advance as control data for the big prize game or small prize game, as shown in the diagram, for each instance of a game ball entering the special electric activation port 129: the opening time of the first big prize port 126 and the second big prize port 128 in one round of play, the specified number (the maximum number of balls that can be entered into the first big prize port 126 and the second big prize port 128 in one round of play), the effective closing time of the big prize port (the closing time of the first big prize port 126 and the second big prize port 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the normal special game resumes).
[0122] In the first embodiment, if the winning symbols, special symbols A and B, are determined, a special game consisting of 5 rounds is executed in both cases, and if the winning symbols, special symbols C and D, a special game consisting of 10 rounds is executed. Each round ends when a predetermined number (8 balls) of game balls enter the second large prize slot 128, or when a predetermined time (in this case, 29.0 seconds) has elapsed since the second large prize slot 128 opened.
[0123] Furthermore, if the special symbol a, which is a minor win symbol, is determined, a minor win game consisting of one round of gameplay is executed. In the minor win game executed when special symbol a is determined, the opening and closing of the second large prize slot 128 is repeatedly performed. Specifically, in the minor win game, the second large prize slot 128 opens for 0.15 seconds and closes for 2.0 seconds 10 times. In the first embodiment, the prescribed number of second large prize slots 128 is set to 8, and the minor win game ends when the 0.15-second x 10 openings are finished, or when the prescribed number of game balls enter the second large prize slot 128.
[0124] In this system, if the game is played correctly, the specified number of game balls will reliably enter the second large prize slot 128. However, the opening and closing times of the second large prize slot 128, as well as the number of times the second large prize slot 128 is opened, are not particularly limited. Also, in the first embodiment, the specified number of second large prize slots 128 is set to 8, and one round of gameplay ends when the 29.0 seconds of opening is over, or when the specified number of game balls enter the second large prize slot 128.
[0125] Here, inside the second large prize slot 128, there are designated areas 140 and non-designated areas 141, and any game ball that enters the second large prize slot 128 will always enter either the designated area 140 or the non-designated area 141. Then, in a minor win game, if a game ball that enters the second large prize slot 128 enters the designated area 140, a type 2 jackpot is won, and following the minor win game, a major prize game is executed in which the second large prize slot 128 is opened. In this major prize game, round games are played 9 times (2R to 10R).
[0126] Furthermore, when a game ball enters the special electric activation port 129, a special minor win game consisting of one round of gameplay is executed. In the special minor win game executed when a game ball enters the special electric activation port 129, the first major prize port 126 is opened for 0.9 seconds twice during the first round of gameplay, with a predetermined pause in between. Here, the prescribed number of balls in the special minor win game is set at 8, but the prescribed number may be 1, or 2 or more.
[0127] Figure 14 illustrates the opening and closing modes of the second large prize slot 128 and the opening and closing modes of the specific area 140 by the movable member 142. As shown in Figure 14, in a minor prize game in which the second large prize slot 128 is opened, the movable member 142 opens the specific area 140 for a moment (about 0.15 seconds) at the same time as the second large prize slot 128 opens, then maintains the specific area 140 in a closed state for a predetermined period of time, and then maintains the specific area 140 in an open state again.
[0128] Specifically, as shown in Figure 14, when special symbol a is determined and a minor win game is executed, the second major prize slot 128 is opened a total of 10 times during the minor win game. Therefore, while a game ball that enters the second major prize slot 128 at the same time as the first opening of the second major prize slot 128 may not be able to enter the specific area 140, a game ball that enters the second major prize slot 128 during the second and subsequent openings of the second major prize slot 128 can reliably enter the specific area 140.
[0129] Furthermore, if unforeseen circumstances occur, such as a game ball becoming jammed in the second large prize opening 128, or a game ball remaining in the second large prize opening 128 for an extended period of time for any reason, there is a possibility that the game ball may not enter the specific area 140 during a minor win game. Therefore, in this specification, for the sake of ease of understanding, the words "always" and "certainly" are used in the explanation, but this is based on the premise that the state of the game machine 100 is appropriate for proceeding with the game and that no unforeseen circumstances have occurred, and does not mean a physical 100%.
[0130] Figure 15 illustrates a game state setting table for setting the game state after the completion of a major win game according to the first embodiment. In the first embodiment, when a major win game is performed, the game state after the completion of the major win game is set according to the type of special symbol determined. According to this game state setting table, regardless of whether special symbol A, B, C, D, or a is determined, the game is set to a time-saving game state after the completion of the major win game.
[0131] Furthermore, when the game state is set to the time-saving game state, the number of times the time-saving game state continues (hereinafter referred to as "time-saving count") is set. In the time-saving game state, opening conditions are set that make it easier for the second start opening 122 to open than in the non-time-saving game state. Here, in the first embodiment, "the second start opening 122 is easier to open" means that the movable piece 122b of the second start opening 122 is more likely to operate in a manner that makes it easier for the game ball to enter the second start opening 122. Specifically, as will be described later, this means that a state in which the movable piece 122b is activated when the normal symbol L is won in the normal symbol lottery is more likely to occur. In other words, the time-saving game state is a state that makes it easier for the game ball to enter the second start opening 122 than in the non-time-saving game state.
[0132] Here, if the game state after a major win is set to a time-saving game state, time-saving termination conditions are also set to end the time-saving game state. Here, the time-saving termination conditions are set to the number of normal symbol changes (or the number of times the normal electric mechanism solenoid 122c is operated), the number of times the second start port is long-opened, the number of special 2 changes, and the number of special 1 changes. Here, the time-saving termination conditions are common when special symbol A or special symbol C is determined, but the time-saving termination conditions for the time-saving game state when special symbol B, special symbol D, or special symbol a is determined are different from those when special symbol A or special symbol C is determined. However, the time-saving termination conditions may be different or common for all time-saving game states.
[0133] Among the conditions for ending the time-saving mode, the number of normal symbol variations refers to the number of normal gameplay sessions, which are based on the normal symbol hold process. When the time-saving game state is set, this number is set in the time-saving game count counter (for normal symbols). The number of normal symbol variations is deducted each time a normal symbol variation is performed during the time-saving game state. When the remaining number of normal symbol variations is updated from 1 to 0, the time-saving game state ends and the game is set to a non-time-saving game state. In the normal symbol lottery described later, the probability of winning a normal symbol is approximately 1 / 1, so the number of normal symbol variations performed and the number of times the normal electric mechanism solenoid 122c operates are almost equal. Therefore, among the conditions for ending the time-saving mode, the number of normal symbol variations may be replaced with the number of times the normal electric mechanism solenoid 122c operates.
[0134] Among the conditions for ending the time-saving mode, the number of times the second start gate is long-opened is the number of times the second start gate 122 is long-opened, and is set in the time-saving mode counter (for long-opening) when the time-saving mode is set. As will be explained in more detail later, when a regular symbol win is achieved in the regular symbol lottery, the type of regular symbol win is determined. Here, there are two types of regular symbol wins, regular symbol L and S, and the opening and closing of the second start gate 122 is controlled based on the type of regular symbol won and the game state at the start of the regular symbol variation.
[0135] In this case, if the regular symbol L is won in the time-saving game state, the opening time of the second start opening 122 is set to be longer than when the regular symbol S is won in the time-saving game state, and when the regular symbols L and S are won in the non-time-saving game state. Thus, in the first embodiment, the opening time of the second start opening 122 differs depending on the combination of the type of regular symbol that is won and the game state at the start of the regular symbol variation. Hereinafter, the opening of the second start opening 122 with a relatively long opening time will be called a long opening, and the opening of the second start opening 122 with a relatively short opening time will be called a short opening.
[0136] The number of times the second start port is opened for a long period is deducted when the long opening of the second start port 122 ends during the time-saving game state. When the remaining number of times the second start port is opened for a long period is updated from 1 to 0, the time-saving game state ends and the game is set to the non-time-saving game state. In addition, as a condition for ending the time-saving mode, the number of times the second start port is opened may be set instead of, or in addition to, the number of times the second start port is opened for a long period. In this case, the number of times the second start port is opened may be deducted both when a long opening is performed and when a short opening is performed. Furthermore, as a condition for ending the time-saving mode, the number of times the second start port is opened for a short period may be set instead of, or in addition to the number of times the second start port is opened for a long period, and the number of times the second start port is opened for a short period may be deducted when a short opening is performed.
[0137] Among the conditions for ending the time-saving mode, the number of special 2 variations is the number of times the symbols are changed based on the special 2 hold (hereinafter referred to as special 2 variations), and is set in the time-saving mode count counter (for special 2) when the time-saving mode is set. The number of special 2 variations is then deducted each time a special 2 variation starts in the time-saving mode. When the remaining number of special 2 variations is updated from 1 to 0, the time-saving mode ends and the game is set to the non-time-saving mode. The number of special 2 variations set in the time-saving mode count counter (for special 2) may also be deducted at the end of a special 2 variation, that is, when a special symbol is stopped and displayed on the second special symbol display unit 162.
[0138] Among the conditions for ending the time-saving mode, the number of special 1 variations is the number of times the symbol variation process based on special 1 hold (hereinafter referred to as special 1 variation) has occurred, and is set in the time-saving mode count counter (for special 1) when the time-saving mode is set. The number of special 1 variations is then deducted each time a special 1 variation starts in the time-saving mode. When the remaining number of special 1 variations is updated from 1 to 0, the time-saving mode ends and the game is set to the non-time-saving mode. The number of special 1 variations set in the time-saving mode count counter (for special 1) may also be deducted at the end of a special 1 variation, that is, when the special symbol is stopped and displayed on the first special symbol display unit 160.
[0139] In addition to the above, a total number of spins may also be set as a condition for ending the time-saving mode. The total number of spins is the sum of the number of special spins 1 and special spins 2, and is set in the time-saving spin count counter (for total) when the time-saving game state is set. The total number of spins is then deducted each time the result of the big win lottery is determined in the time-saving game state, that is, each time a spin process is executed. When the remaining number of total spins is updated from 1 to 0, the time-saving game state ends and the game is set to the non-time-saving game state. The total number of spins may also be deducted at the start of special spin 1 or special spin 2.
[0140] When any one of the above time-saving termination conditions is met, the currently set time-saving game state ends and the game state changes to a non-time-saving game state. Note that the above time-saving termination conditions are examples of termination conditions used in the first embodiment, and the control content and numerical values of the conditions may be changed as appropriate within the range that does not change the gameplay. For example, the number of normal symbol variations is a termination condition based on the number of normal symbol variations, but in the first embodiment, since the display of normal symbol variations makes it almost certain that the entry into the second start opening 122 will be easily controlled by the operation of the normal electric mechanism solenoid 122c in a short opening or long opening manner, the time-saving game state may be terminated by counting the number of normal electric mechanism operation counts instead of the number of normal symbol variations. In addition, the number of special 2 variations, which is another termination condition, can be set to multiple times, such as two times instead of one, considering the possibility that passage to the specific area 140 during the small win game may not occur due to a launch failure.
[0141] Figure 16(a) is a diagram illustrating the random number determination table for determining a normal symbol win, Figure 16(b) is a diagram illustrating the random number determination table for determining a normal symbol win in a non-time-saving game state, and Figure 16(c) is a diagram illustrating the random number determination table for determining a normal symbol win in a time-saving game state. When a game ball flowing down the game area 116 passes through the gate 124, a determination process for determining the type of win (hereinafter referred to as "normal symbol lottery") is performed, which is associated with whether or not to energize the movable piece 122b of the second start opening 122.
[0142] As will be explained in more detail later, when a game ball passes through gate 124, one winning random number and one normal random number are obtained from the range of 0 to 65535, and these random values are stored in the normal reserve memory area of the main RAM 300c, up to a maximum of four. In other words, the normal reserve memory area has four memory units that save the winning random number and the normal random number. Therefore, if a game ball passes through gate 124 while the winning random number and the normal random number are stored in all four memory units of the normal reserve memory area, the winning random number and the normal random number will not be stored based on the passage of that game ball. Hereafter, the random values (information) stored in the normal reserve memory area when a game ball passes through gate 124 will be referred to as normal reserves.
[0143] When the general lottery is initiated, the general lottery winning random number determination table is referenced, as shown in Figure 16(a). According to this general lottery winning random number determination table, if the winning random number is between 0 and 65535, it is determined to be a general lottery win, and if the winning random number is 65536, it is determined to be a general lottery loss. Therefore, the probability of winning a general lottery is approximately 1 / 1.
[0144] Then, if a regular symbol win is achieved in the regular symbol lottery, the type of regular symbol is determined by referring to the regular symbol determination random number table. A regular symbol determination random number table is provided for each game state, and here, as shown in Figure 16(b), there is a regular symbol determination random number table for non-time-saving game states that is referred to in non-time-saving game states, and as shown in Figure 16(c), there is a regular symbol determination random number table for time-saving game states that is referred to in time-saving game states.
[0145] In a non-time-saving game state, if a regular symbol win is determined in the regular symbol lottery, the table shown in Figure 16(b) is referred to. Similarly, in a time-saving game state, if a regular symbol win is determined in the regular symbol lottery, the table shown in Figure 16(c) is referred to. Here, regular symbols L and S are provided as types of regular symbols.
[0146] Both regular symbols L and S are regular winning symbols, and when these regular symbols are displayed on the regular symbol indicator 168, an auxiliary game is executed and the second start opening 122 is controlled to open. However, as will be explained in more detail later, when regular symbol L is won in the time-saving game state, the second start opening 122 is opened in an auxiliary game state that allows the game ball to enter, whereas when regular symbol S is won, the second start opening 122 is opened in an auxiliary game state that prevents the game ball from entering. In other words, regular symbol S is essentially the same as a regular losing symbol in which no game ball enters the second start opening 122. That is, regular symbol L is a long-opening symbol that keeps the second start opening 122 open for a long time in the time-saving game state, and regular symbol S is a short-opening symbol that keeps the second start opening 122 open for only a short time.
[0147] As shown in Figure 16(b), according to the normal symbol determination random number judgment table for non-time-saving game state, if the value of the normal symbol determination random number is 0, normal symbol L is determined as the type of normal symbol, and if the normal symbol determination random number is any other value, normal symbol S is determined as the type of normal symbol. Therefore, in the non-time-saving game state, the probability of winning normal symbol L, i.e., the long-opening symbol, is approximately 0%.
[0148] Furthermore, as shown in Figure 16(c), according to the normal symbol determination random number judgment table for the second time-saving game state, if the value of the normal symbol determination random number is between 0 and 674, normal symbol L is determined as the type of normal symbol, and if the normal symbol determination random number is any other value, normal symbol S is determined as the type of normal symbol. Therefore, in the second time-saving game state, the probability of winning normal symbol L, that is, the long-opening symbol, is approximately 1 / 97.0.
[0149] Furthermore, if the regular symbol lottery determines that the symbol is a "regular symbol miss," the regular symbol type will be determined as a "regular symbol miss," regardless of the game state.
[0150] Figure 17(a) is a diagram illustrating the normal symbol variation time data table, and Figure 17(b) is a diagram illustrating the opening / closing control pattern table. As described above, when a normal symbol lottery is held, 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 normal symbol or a losing normal symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, if the type of winning normal symbol is normal symbol L, the variation time is determined to be 10 seconds, and if the type of winning normal symbol is normal symbol S or a losing normal symbol, the variation time is determined to be 1 second.
[0151] The above-mentioned variation times for regular symbols are merely examples. For example, similar to the variation times for special symbols, multiple variation patterns with different variation times may be provided, and a random number for the regular symbol variation pattern used in the regular symbol lottery may be obtained and the variation pattern may be determined by lottery using a variation pattern table for the regular symbol lottery. Alternatively, a table for determining the variation time of regular symbols may be provided for each game state. In this case, for example, in the regular symbol variation time data table provided for non-time-saving game states, a variation of 5 to 10 seconds may be selected regardless of whether the regular symbol is a win or a loss, or its type. Once the variation time is determined, the regular symbol display unit 168 will vary (flashing) for the determined time, and when the variation time has elapsed, the winning regular symbol will be displayed on the regular symbol display unit 168.
[0152] Then, the winning symbol for the regular symbol is determined by the regular symbol lottery, and if the regular symbols L and S are displayed on the regular symbol display 168, an auxiliary game is executed. In the auxiliary game, the movable piece 122b of the second start port 122 is energized by referring to the opening / closing control pattern table, as shown in Figure 17(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 122c is energized according to the game state when the regular symbol is determined. However, for the sake of explanation, here, the control data corresponding to each game state is shown in a single table.
[0153] According to this opening / closing control pattern table, the following are pre-stored as control data for the second start port 122, for each type of normal symbol, as shown in the figure: time before normal opening (waiting time until the opening of the second start port 122 begins), maximum number of normal electric mechanism opening / closing switches (number of times the second start port 122 is opened), solenoid energizing time (energizing time of the normal electric mechanism solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of one second start port 122), specified number (maximum number of possible winnings into the second start port 122 during the entire opening of the second start port 122), normal closing effective time (closing time between each opening of the second start port 122, i.e., pause time), normal effective state time (waiting time from the end of the last opening of the second start port 122), and normal end wait time (waiting time after the normal effective state time has elapsed until the display of the normal symbols, described later, resumes).
[0154] As is clear from Figure 17(b), when the regular symbol S is won, and when the regular symbol L is won in a non-time-saving game state, the second start port 122 is opened only once for 0.01 seconds. In this case, it is almost impossible for a game ball to enter the second start port 122. In contrast, when the regular symbol L is won in a time-saving game state, the second start port 122 is opened twice for 2.9 seconds. In this case, if the player launches the game balls appropriately, it is possible to reliably enter the second start port 122 with at least one game ball during one auxiliary game. Note that the specified number is set to 1, and when one game ball enters the second start port 122 during the auxiliary game, the auxiliary game ends.
[0155] Here, only one special 2 reserve can be stored, and the number of 2 start ports 122 is set to 1. Therefore, when the regular symbol L is hit once, the big prize lottery based on the special 2 reserve is executed only once. In this case, the big prize lottery based on the special 2 reserve always results in a big win or a small win, so when the regular symbol L is hit once, a big win or a small win is guaranteed once.
[0156] However, the number of special reserves and the specified number of second start openings 122 are not limited to one, but may be two or more. For example, if the number of special reserves and the specified number are each set to two, when the regular symbol L is won once, the big prize lottery based on the special reserves can be performed three times (immediate spin + 2 special reserves), resulting in a gameplay experience where this is possible.
[0157] Thus, each game state is associated with the probability of winning a regular winning symbol and the duration of the regular symbol variation as conditions for game progression. In the time-saving game state, the regular symbol variation occurs more frequently than in the non-time-saving game state. In other words, in the time-saving game state, the regular symbol lottery is conducted one after another as long as the game ball passes through gate 124.
[0158] Furthermore, for example, a general ball activation port may be provided downstream of the second game area 116b, separate from the gate 124, and a general ball reserve may be acquired when a game ball enters the general ball activation port, in the same way as when a game ball passes through the gate 124. In this case, if one game ball is dispensed as a prize ball when a game ball enters the general ball activation port, the player can reduce the consumption of game balls during the time-saving game state.
[0159] Next, the main processing of the main control board 300 in the gaming machine 100 according to the first embodiment as the game progresses will be described.
[0160] Figure 18 is a diagram illustrating the game machine status flag according to the first embodiment. 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 flag. The game machine status flag is 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.
[0161] 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 an RWM (read write memory) 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.
[0162] (CPU initialization process of the main control board 300) Figure 19 is a first flowchart illustrating the CPU initialization process in the main control board 300 according to the first embodiment, and Figure 20 is a second flowchart illustrating the CPU initialization process in the main control board 300 according to the first embodiment.
[0163] When power is supplied from the power supply board, a system reset occurs in the main CPU 300a, and the main CPU 300a performs the following CPU initialization process (S100).
[0164] (Step S100-1) When 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.
[0165] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.
[0166] (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.
[0167] (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.
[0168] (Step S100-9) The main CPU 300a performs the necessary processing to allow access to the main RAM 300c.
[0169] (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.
[0170] (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.
[0171] (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.
[0172] (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.
[0173] (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.
[0174] (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.
[0175] (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.
[0176] (Step S100-25) The main CPU 300a sets the D register to 05H (checksum error state).
[0177] (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.
[0178] (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.
[0179] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the area being used.
[0180] (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.
[0181] (Step S100-35) The main CPU 300a sets the D register to 04H (RWM abnormal state) and moves processing to step S100-45.
[0182] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. If it 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.
[0183] (Step S100-39) The main CPU 300a sets the D register to 00H (ready to play).
[0184] (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.
[0185] (Step S100-43) The main CPU 300a sets the D register to 01H (setting change state).
[0186] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine status flag.
[0187] (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.
[0188] (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).
[0189] (Step S100-51) The main CPU 300a loads the gaming machine status flags.
[0190] (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.
[0191] (Step S110) The main CPU 300a performs the subcommand set processing. This subcommand set processing will be explained later.
[0192] (Step S100-55) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330. Here, commands corresponding to the game machine status flags are set. For example, if the game machine status flag is 01H, the setting change status specification command is set, and if the game machine status flag is 02H, the setting confirmation status specification command is set. In this way, by sending commands corresponding to the game machine status flags to the sub-control board 330, the internal state of the main control board 300 can be determined by the sub-control board 330.
[0193] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0194] (Step S100-59) The main CPU 300a performs the process to disable interrupts.
[0195] (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.
[0196] (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.
[0197] (Step S100-65) The main CPU 300a performs processing to send subcommands stored in the transmit buffer to the sub-control board 330.
[0198] (Step S100-67) The main CPU 300a performs the processing required to enable interrupts.
[0199] (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.
[0200] Figure 21 is a flowchart illustrating the subcommand group set processing (S110) in the main control board 300 according to the first embodiment.
[0201] (Step S110-1) The main CPU 300a loads the flag values of the gaming machine status flags.
[0202] (Step S110-3) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330. Here, for example, when the initialization process is executed in step S100-47 above, a RAM clear designation command is set.
[0203] (Step S110-5) The main CPU 300a performs model command setting processing for setting a model command indicating the model information of the gaming machine 100 in the transmission buffer.
[0204] (Step S110-7) The main CPU 300a performs set value designation command setting processing for setting a set value designation command indicating the registered set value in the transmission buffer.
[0205] (Step S110-9) The main CPU 300a performs special drawing 1 hold designation command setting processing for setting a special drawing 1 hold designation command indicating the number of special 1 holds in the transmission buffer.
[0206] (Step S110-11) The main CPU 300a performs special drawing 2 hold designation command setting processing for setting a special drawing 2 hold designation command indicating the number of special 2 holds in the transmission buffer.
[0207] (Step S110-13) The main CPU 300a performs number of times command setting processing for setting a number of times command indicating the remaining number of times in the time-saving game state in the transmission buffer.
[0208] (Step S110-15) The main CPU 300a performs variable pattern selection state designation command setting processing for setting a variable pattern selection state designation command indicating the variable pattern selection state in the transmission buffer.
[0209] (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.
[0210] (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.
[0211] (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.
[0212] Next, the interrupt processing in the main control board 300 according to the first embodiment will be described. Here, the power outage saving process (XINT interrupt processing) and the timer interrupt processing will be described.
[0213] (Power outage saving process for main control board 300 (XINT interrupt processing)) Figure 22 is a flowchart illustrating the power failure save process (XINT interrupt processing) in the main control board 300 according to the first embodiment. The main CPU 300a monitors the power failure detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts the CPU initialization process to execute the power failure save process.
[0214] (Step S300-1) When a power failure warning signal is received, the main CPU 300a saves its registers.
[0215] (Step S300-3) The main CPU 300a checks for a power failure warning signal.
[0216] (Step S300-5) The main CPU 300a determines whether it is detecting a power-off warning signal. As a result, if it is determined that the power-off warning signal is being detected, the process moves to step S300-11; if it is determined that the power-off warning signal is not being detected, the process moves to step S300-7.
[0217] (Step S300-7) The main CPU 300a restores the register.
[0218] (Step S300-9) The main CPU 300a performs processing to permit interrupts and ends the power-off-time evacuation process.
[0219] (Step S300-11) The main CPU 300a executes output port clear processing to stop the output of the output port.
[0220] (Step S300-13) The main CPU 300a executes checksum setting processing to calculate and save the checksum.
[0221] (Step S300-15) The main CPU 300a executes RAM protection setting processing necessary to prohibit access to the main RAM 300c.
[0222] (Step S300-17) The main CPU 300a sets a predetermined number of power-off detection signal detections in the counter value of the loop counter to set the power-off occurrence monitoring time.
[0223] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0224] (Step S300-21) The main CPU 300a determines whether 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.
[0225] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.
[0226] (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).
[0227] If a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are looping.
[0228] (Timer interrupt processing on the main control board 300) Figure 23 is a flowchart illustrating the timer interrupt processing in the main control board 300 according to the first embodiment. The main control board 300 is provided with a reset clock pulse generation circuit that generates a clock pulse at predetermined intervals (4 milliseconds in the first embodiment, 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.
[0229] (Step S400-1) The main CPU 300a saves the registers.
[0230] (Step S400-3) The main CPU 300a performs the processing required to enable interrupts.
[0231] (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.
[0232] (Step S400-7) The main CPU 300a reads various input port information and performs port input processing to accurately obtain the latest switch status.
[0233] (Step S400-9) The main CPU 300a loads the flag values of the gaming machine status flags.
[0234] (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.
[0235] (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 S400-27; if it determines that it is not 03H or higher, it proceeds to step S450.
[0236] (Step S450) The main CPU 300a executes the configuration-related processing and then moves the process to step S400-27. The configuration-related processing will be described later.
[0237] (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.
[0238] (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.
[0239] (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.
[0240] Although a detailed explanation will be omitted, in the first embodiment, 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.
[0241] (Step S500) The main CPU 300a performs switch management processing to determine whether or not there is signal input from the first start gate detection switch 120s, the second start gate detection switch 122s, the gate detection switch 124s, the first major prize gate detection switch 126s, and the second major prize gate detection switch 128s. Details of this switch management processing will be described later.
[0242] (Step S600) The main CPU 300a executes special game management processing to control the progress of the special game described above. Details of this special game management processing will be described later.
[0243] (Step S700) The main CPU 300a executes the normal game management process to control the progress of the normal gameplay described above. Details of this normal game management process will be described later.
[0244] (Step S400-21) The main CPU 300a performs error management processing to determine various errors and configure settings according to the error determination results. If an error is determined to have occurred, the main CPU 300a sets an error specification command corresponding to the type of error.
[0245] (Step S400-23) The main CPU 300a checks the general prize 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.
[0246] (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.
[0247] (Step S400-27) 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.
[0248] (Step S400-29) The main CPU 300a executes LED display setting processing, which sets common 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 common output buffer.
[0249] (Step S400-31) The main CPU 300a performs solenoid output image synthesis processing to synthesize the solenoid output images of the ordinary electric mechanism solenoid 122c, the first large prize slot solenoid 126c, the second large prize slot solenoid 128c, and the movable member drive solenoid 142c, and stores them in the output port buffer.
[0250] (Step S400-33) 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.
[0251] (Step S400-35) The main CPU 300a performs the process to disable interrupts.
[0252] (Step S400-37) 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 the calculated base ratio as common data to be displayed 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. 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. In addition, the base ratio displayed on the performance display monitor 184 may be switched according to predetermined operations. Furthermore, if the game machine status flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.
[0253] (Step S400-39) The main CPU 300a restores its registers and terminates the timer interrupt processing.
[0254] Figure 24 is a flowchart illustrating the above-mentioned setting-related processing (S450) according to the first embodiment.
[0255] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (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.
[0256] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a designated processing area.
[0257] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is ON (whether a RAM clear operation signal is being input). If it determines that the RAM clear switch 182s is ON, the process moves to step S450-7; if it determines that the RAM clear switch 182s is OFF, the process moves to step S450-9.
[0258] (Step S450-7) The main CPU 300a adds 1 to the processing area setting value.
[0259] (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.
[0260] (Step S450-11) The main CPU 300a sets the processing area setting to 1.
[0261] (Step S450-13) The main CPU 300a sets the processing area settings in the setting value buffer.
[0262] (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.
[0263] (Step S450-17) The main CPU 300a sets a command indicating the completion of configuration-related processing into the send buffer.
[0264] (Step S110) The main CPU 300a executes the subcommand set processing shown in Figure 19. 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.
[0265] (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.
[0266] As described above, according to the first embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the game machine state flag is set to 01H (setting change state) during the CPU initialization process (Figure 19). 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 S400-25 in Figure 23) are stopped and setting-related processes are executed.
[0267] 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.
[0268] 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.
[0269] In the setting-related processing of the first embodiment, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation of the registered setting value is completed, a setting value specification command corresponding to the registered setting value is sent to the sub-control board 330 in the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value 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 is completed and the system transitions to a state where the game can proceed, the risk of the registered setting value being acquired illegally can be reduced.
[0270] Furthermore, in the first embodiment, 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 progress is stopped. In this way, setting-related processing is not executed while the game is in progress, and no setting value specification command is sent while the game is in progress, thus reducing the risk of registered setting values being illegally acquired.
[0271] Next, we will explain in detail the switch management process in step S500, the special game management process in step S600, and the normal game management process in step S700, which are part of the timer interrupt processing described above.
[0272] Figure 25 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the first embodiment.
[0273] (Step S500-1) The main CPU 300a determines whether the gate detection switch is on, that is, whether 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 S500-3.
[0274] (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.
[0275] (Step S500-3) The main CPU 300a determines whether the first start port detection switch is ON, that is, whether a game ball has entered the first start port 120 and a detection signal has been input from the first start port detection switch 120s. If it determines that the first start port detection switch is ON, the process moves to step S520; if it determines that the first start port detection switch is NOT ON, the process moves to step S500-5.
[0276] (Step S520) The main CPU 300a executes the first start gate passage process based on the entry of a game ball into the first start gate 120. Details of this first start gate passage process will be described later.
[0277] (Step S500-5) 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 S500-7.
[0278] (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.
[0279] (Step S500-7) The main CPU 300a determines whether the big prize hole detection switch is ON, that is, whether a game ball has entered the first big prize hole 126 and the second big prize hole 128 and a detection signal has been input from the first big prize hole detection switch 126s and the second big prize hole detection switch 128s. If it is determined that the big prize hole detection switch is ON, the process moves to step S500-9; if it is determined that the big prize hole detection switch is NOT ON, the process moves to step S500-11.
[0280] (Step S500-9) The main CPU 300a determines whether a major prize game or a minor prize game is currently in progress, and whether the game balls were properly entered into the first major prize slot 126 and the second major prize slot 128. If it determines that a major prize game or a minor prize game is not in progress, it executes a predetermined fraud detection process. If it determines that a major prize game or a minor prize game is in progress and that the game balls were properly entered into the first major prize slot 126 and the second major prize slot 128, it increments the major prize slot ball count counter by 1 and sets the major prize slot entry designation command in the transmission buffer.
[0281] (Step S500-11) The main CPU 300a determines whether the specific area detection switch is ON, that is, whether a game ball has entered the specific area 140 and a detection signal has been input from the specific area detection switch 140s. If it is determined that the specific area detection switch is ON, the process moves to step S540; if it is determined that the specific area detection switch is NOT ON, the process moves to step S500-13.
[0282] (Step S540) The main CPU 300a executes a process for passing through a specific area based on the entry of a game ball into that area 140. Details of this process for passing through a specific area will be described later.
[0283] (Step S500-13) The main CPU 300a determines whether the general prize entry detection switch is ON, that is, whether a game ball has entered the general prize entry 118 and a detection signal has been input from the general prize entry detection switch 118s. If it is determined that the general prize entry detection switch is ON, the process moves to step S500-15; if it is determined that the general prize entry detection switch is NOT ON, the process moves to step S500-17.
[0284] (Step S500-15) The main CPU 300a sets the command for designating a general prize winner in the transmission buffer.
[0285] (Step S500-17) The main CPU 300a determines whether the out-of-bounds ball detection switch is turned ON, that is, whether a detection signal has been input from the out-of-bounds ball detection switch 130s. If it determines that the out-of-bounds ball detection switch is turned ON, the process moves to step S500-19. If it determines that the out-of-bounds ball detection switch is not turned ON, the process moves to step S500-21.
[0286] (Step S500-19) The main CPU 300a sets the out-of-bounds ball detection command in the send buffer.
[0287] (Step S500-21) The main CPU 300a determines whether the special electric port detection switch is ON, that is, whether a detection signal has been input from the special electric port detection switch 129s. If it is determined that the special electric port detection switch is ON, the process moves to step S550; if it is determined that the special electric port detection switch is NOT ON, the switch management process is terminated.
[0288] (Step S550) The main CPU 300a executes the special electric activation port passage process based on the entry of a game ball into the special electric activation port 129, and then terminates the switch management process. Details of this special electric activation port passage process will be described later.
[0289] Figure 26 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to the first embodiment.
[0290] (Step S510-1) The main CPU 300a loads the winning random number updated by the hardware random number generator.
[0291] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol 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.
[0292] (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".
[0293] (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.
[0294] (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.
[0295] (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.
[0296] Figure 27 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300 according to the first embodiment.
[0297] (Step S520-1) The main CPU 300a sets 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.
[0298] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.
[0299] (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.
[0300] Figure 28 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 according to the first embodiment.
[0301] (Step S530-1) The main CPU 300a is set to "01H" as the special symbol identification value.
[0302] (Step S530-3) The main CPU 300a sets the address for the special symbol 2 reserved ball count counter.
[0303] (Step S535) The main CPU 300a executes the special symbol random number acquisition process, which will be described later.
[0304] (Step S530-5) The main CPU 300a loads the normal game management phase. As will be explained in more detail later, the normal game management phase indicates the stage of the normal game execution process, that is, the progress of the normal game, and is updated according to the stage of the normal game execution process.
[0305] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is "04H". The normal game management phase "04H" indicates that the normal electric prize entry opening control process is underway. In this normal electric prize entry opening control process, the normal electric prize solenoid 122c is energized and the movable piece 122b is controlled to the open state. Therefore, the CPU determines whether the second start opening 122 is in a state where it can be properly opened. If the CPU determines that the normal game management phase is not "04H", it terminates the second start opening passage process. If the CPU determines that the normal game management phase is "04H", it proceeds to step S530-9.
[0306] (Step S530-9) The main CPU 300a updates the counter value of the normal electric prize ball entry counter to the current counter value plus "1", and then terminates the process of passing through the second start gate.
[0307] Figure 29 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300 according to the first embodiment. This special symbol random number acquisition process is executed using a common module in the first start gate passage process (step S520) and the second start gate passage process (step S530) described above.
[0308] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.
[0309] (Step S535-3) The main CPU 300a loads the number of reserved balls for the target special symbol. Here, if the special symbol identification value loaded in 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.
[0310] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.
[0311] (Step S535-7) The main CPU 300a determines whether the number of target special symbol reserved balls loaded in step S535-3 is equal to or greater than the upper limit. If it determines that it is equal to or greater than the upper limit, it proceeds to step S535-21; otherwise, it proceeds to step S535-9.
[0312] (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".
[0313] (Step S535-11) The main CPU 300a determines which of the eight memory units in the special symbol hold memory area will be used to save the acquired jackpot determination random number.
[0314] (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, the reach group determination random number, reach mode determination random number, and variation pattern random number updated in step S100-69, and stores them in the target memory unit calculated in step S535-11.
[0315] (Step S535-15) The main CPU 300a performs a special symbol reserve ball entry order setting process, which updates and stores the entry order of special symbol reserve balls 1 and 2 stored in the special symbol reserve memory area.
[0316] (Step S536) The main CPU 300a performs an acquisition-time performance determination process based on the various random numbers stored in the target memory unit in step S535-13 above, which involves a preliminary lottery for major roles, a preliminary determination of winning symbols, and a preliminary determination of variation information. In this acquisition-time performance determination process, a pre-read specification command indicating the variation information to be determined when newly stored reserved information is read is sent to the sub-control board 330. This acquisition-time performance determination process will be described later.
[0317] (Step S535-17) The main CPU 300a loads the counter values for the Special Symbol 1 Reserved Ball Counter and the Special Symbol 2 Reserved Ball Counter.
[0318] (Step S535-19) The main CPU 300a sets a special symbol hold designation command in the transmission buffer based on the counter value loaded in step S535-17 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 special 2 hold count are transmitted to the sub-control board 330.
[0319] (Step S535-21) The main CPU 300a loads the normal game management phase.
[0320] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 and determines whether it is below the normal electric prize entry opening control state described later. If it is determined that it is below the normal electric prize entry opening control state, the process moves to step S535-25. If it is determined that it is not below the normal electric prize entry opening control state, the special symbol random number acquisition process is terminated.
[0321] (Step S535-25) The main CPU 300a determines whether or not an abnormal prize has been awarded. If it determines that an abnormal prize has been awarded, it executes a predetermined abnormal prize award error processing process at the starting gate and terminates the special symbol random number acquisition process (step S535).
[0322] Figure 30 is a flowchart illustrating the acquisition-time performance determination process (step S536) in the main control board 300 according to the first embodiment.
[0323] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number 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.
[0324] (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).
[0325] (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.
[0326] (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.
[0327] (Step S536-9) The main CPU 300a sets the random number determination table for determining the reach mode during a big win (see Figures 9(b) and (c)) or the random number determination table for determining the reach mode during a small win (Figures 9(d) and (e)), and then proceeds to step S536-19.
[0328] (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.
[0329] (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 (8500 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 8500 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 8500, 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 8499 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 8500 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 (8500 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 (8500 or greater), the process moves to step S536-27.
[0330] (Step S536-15) The main CPU 300a sets up the reach group determination random number judgment table (see Figure 8). 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.
[0331] (Step S536-17) The main CPU 300a sets a random number determination table for determining the reach mode when a loss occurs (see Figure 9(a)) corresponding to the group type provisionally determined in step S536-15 above, and then moves the process to step S536-19.
[0332] (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.
[0333] (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.
[0334] (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.
[0335] (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.
[0336] (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.
[0337] Figure 31 is a flowchart illustrating the process of passing through a specific region (S540) in the main control board 300 according to the first embodiment.
[0338] (Step S540-1) If the main CPU 300a determines in step S500-11 that the specific area detection switch has been turned on, it then determines whether the validity period flag is turned on or not. If it determines that the validity period flag is turned on, it proceeds to step S540-3; if it determines that the validity period flag is not turned on, it proceeds to step S540-9.
[0339] As will be explained in more detail later, this validity period flag is used to determine whether or not the entry of a game ball into a specific area 140 should be considered valid, and in the first embodiment, it is turned on at the start of a minor win game (the first round of game).
[0340] (Step S540-3) In step S540-1 above, if it is determined that the validity period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag identifies that a game ball has already entered the specific area 140 in an effective manner. If it is determined that the specific area entry flag is on, the process of passing through the specific area is terminated. If it is determined that the specific area entry flag is not on, the process moves to step S540-5.
[0341] (Step S540-5) The main CPU 300a turns on the flag for entering a specific region.
[0342] (Step S540-7) The main CPU 300a sets a specific area entry command in the transmission buffer to inform the sub-control board 330 that a game ball has successfully entered the specific area 140, and then terminates the process of passing through the specific area.
[0343] (Step S540-9) The main CPU 300a performs the prescribed error handling.
[0344] (Step S540-11) The main CPU 300a sets an error command in the send buffer to indicate that an error has been detected, and terminates the processing of passing through that specific area.
[0345] Figure 32 is a flowchart illustrating the special electrical port passage processing (S550) in the main control board 300 according to the first embodiment.
[0346] (Step S550-1) The main CPU 300a determines whether the game is in the middle of a major win or a minor win. If it is in the middle of a major win or a minor win, it terminates the special electric activation port passage process. If it is not in the middle of a major win or a minor win, it proceeds to step S550-3.
[0347] (Step S550-3) The main CPU 300a determines whether the first special symbol display unit 160 or the second special symbol display unit 162 is currently displaying a changing symbol. If the first special symbol display unit 160 or the second special symbol display unit 162 is currently displaying a changing symbol, the process moves to step S550-5. If the first special symbol display unit 160 or the second special symbol display unit 162 is not currently displaying a changing symbol, the process moves to step S550-19.
[0348] (Step S550-5) The main CPU 300a determines whether the symbol variation display in the first special symbol display 160 or the second special symbol display 162 is a variation display in which the jackpot symbol is ultimately displayed (jackpot variation), or a variation display in which the minor prize symbol is ultimately displayed (minor prize variation). If the result is that it is a jackpot variation or a minor prize variation, the process moves to step S550-7; otherwise, the process moves to step S550-11.
[0349] (Step S550-7) The main CPU 300a turns on the interrupted flag. In the first embodiment, a game ball may enter the special electric activation port 129 during a minor win variation or a major win variation in the first special symbol display 160 or the second special symbol display 162. In this case, a specific minor win game is executed based on the entry of a game ball into the special electric activation port 129, but during this time, the subtraction of the variation time of the special symbols in the first special symbol display 160 or the second special symbol display 162 during the minor win variation or major win variation is suspended. After the completion of the specific minor win game executed based on the entry of a game ball into the special electric activation port 129, the variation display of the symbols in the first special symbol display 160 or the second special symbol display 162 is resumed.
[0350] (Step S550-9) The main CPU 300a executes a variation interruption process to interrupt the variation display of the symbols in the first special symbol display unit 160 or the second special symbol display unit 162, where the symbols are being displayed in a variable manner. This process temporarily saves the remaining variation time and information related to the special symbols to a predetermined memory area.
[0351] (Step S550-11) 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 is displaying a changing symbol. In other words, in the first embodiment, when the changing symbol display on the first special symbol display unit 160 or the second special symbol display unit 162 is a changing display that ultimately stops displaying a losing symbol (losing change), and a specific small win game is executed based on the entry of a game ball into the special electric activation port 129, the losing symbols will be forcibly stopped and displayed on the first special symbol display unit 160 or the second special symbol display unit 162, which is displaying a changing symbol.
[0352] (Step S550-13) The main CPU 300a updates the special game management phase to "02H".
[0353] (Step S550-15) 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.
[0354] (Step S550-17) 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.
[0355] (Step S550-19) The main CPU 300a sets the data for the special electric mechanism activation ramset table corresponding to when a game ball enters the special electric activation port 129.
[0356] (Step S550-21) 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 S550-19 above and sets a predetermined number (the counter value corresponding to when a game ball enters the special electric mechanism opening 129 = the number of rounds) as the counter value in the special electric mechanism maximum operation counter. This special electric mechanism maximum operation counter indicates the number of rounds (1) that can be executed in the specific small win game that is about to start. On the other hand, the main RAM 300c is equipped with a special electric mechanism continuous operation counter, and the number of rounds currently in play is managed by adding "1" to the counter value of the special electric mechanism continuous operation counter at the start of a round game. At this time, along with the start of the specific small win game, a process is also executed to reset (update to "0") the counter value of this special electric mechanism continuous operation counter.
[0357] (Step S550-23) The main CPU 300a refers to the data set in step S550-19 above and saves a predetermined opening time as a timer value to the special game timer.
[0358] (Step S550-25) The main CPU 300a sets an opening specification command in the transmission buffer to inform the sub-control board 330 of the start of a specific small-win game. This opening specification command is set for each opening time, and in this case, the opening specification command corresponding to the opening time saved in step S550-23 above is set in the transmission buffer.
[0359] (Step S550-27) The main CPU 300a updates the special game management phase to "07H" and terminates the special electric activation port passage process. As a result, a specific small win game is initiated based on the entry of a game ball into the special electric activation port 129.
[0360] Figure 33 is a diagram illustrating the special game management phase according to the first embodiment. As already explained, in the first embodiment, a special game triggered by 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, 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.
[0361] As shown in Figure 33, the main ROM 300b stores multiple special game control modules for executing and controlling special games, and each of these special game control modules is associated with a special game management phase. Specifically, if the special game management phase is "00H", a module for executing the "special symbol variation waiting process" is called; if the special game management phase is "01H", a module for executing the "special symbol variation in progress process" is called; if the special game management phase is "02H", a module for executing the "special symbol stop symbol display process" is called; if the special game management phase is "03H" or "07H", a module for executing the "pre-opening process for the big prize slot" is called; if the special game management phase is "04H" or "08H", a module for executing the "big prize slot opening control process" is called; if the special game management phase is "05H" or "09H", a module for executing the "big prize slot closing valid process" is called; and if the special game management phase is "06H" or "0AH", a module for executing the "big prize slot closing wait process" is called.
[0362] Figure 34 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0363] (Step S600-1) The main CPU 300a loads the special game management phase.
[0364] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1 above.
[0365] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 above and starts processing.
[0366] (Step S600-7) 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.
[0367] Figure 35 is a flowchart illustrating the special symbol variation waiting process in the main control board 300. This special symbol variation waiting process is executed when the special game management phase is "00H".
[0368] (Step S610-1) The main CPU 300a determines whether the suspended flag is turned on. If it determines that the suspended flag is turned on, it proceeds to step S610-3; if it determines that the suspended flag is not turned on, it proceeds to step S610-5.
[0369] (Step S610-3) The main CPU 300a executes a process to resume the display of the symbols in the first special symbol display 160 or the second special symbol display 162, which had been interrupted by a specific minor win game executed based on the entry of a game ball into the special electric activation port 129, and then proceeds to step S610-25. In the process of resuming the display, the interrupted flag is turned off.
[0370] (Step S610-5) The main CPU 300a determines whether the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved ball count (X2), is "1". If it determines that the special 2 reserved ball count (X2) is "1", it proceeds to step S610-11; if it determines that the special 2 reserved ball count (X2) is not "1", it proceeds to step S610-7.
[0371] (Step S610-7) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved ball count (X1), is "1" or greater. If it determines that the special 1 reserved ball count (X1) is "1" or greater, the process moves to step S610-11; if it determines that the special 1 reserved ball count (X1) is not "1" or greater, the process moves to step S610-9.
[0372] (Step S610-9) The main CPU 300a sets the customer waiting command in the transmission buffer, executes the customer waiting setting process to set the machine to a customer waiting state, and then terminates the special symbol variation waiting process.
[0373] (Step S610-11) The main CPU 300a blocks the Special Symbol 2 Reserve stored in the first memory unit of the second Special Symbol Reserve storage area, or the Special Symbol 1 Reserve stored in the first to fourth memory units of the first Special Symbol Reserve storage area, to the memory unit with the smaller ordinal number. Specifically, in step S610-5, if it is determined that the number of Special Symbol 2 Reserve balls is "1", the Special Symbol 2 Reserve stored in the first memory unit is blocks transferred to the processing target memory unit 0 in the main RAM 300c. Also, in step S610-7, if it is determined that the number of Special Symbol 1 Reserve balls is "1" or more, the Special Symbol 1 Reserve stored in the second to fourth memory units of the first Special Symbol Reserve storage area is transferred to the first to third memory units, and the Special Symbol 1 Reserve stored in the first memory unit is blocks transferred to the 0th memory unit. In this special symbol memory area shift process, the counter value of the target special symbol reserved ball count counter corresponding to the reserved type transferred to the 0th memory unit is deducted by "1", and a reserved ball reduction specification command indicating that either Special 1 reserved balls or Special 2 reserved balls have been reduced by "1" is set in the transmission buffer.
[0374] (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.
[0375] (Step S610-13) The main CPU 300a executes a special symbol determination process to determine the special symbols. Here, if the determination information (lottery result of the major role lottery) stored in step S611 is a big win or a minor win, the winning type (whether it is a big win or a minor win) and the hold type are loaded, and the corresponding winning symbol random number determination table is set. Then, referring to the set winning symbol random number determination table, the special symbol determination data is extracted using the winning symbol random number transferred to the 0th memory unit, and the extracted special symbol determination data (type of big win symbol or minor win symbol) is saved. On the other hand, if the lottery result of the major role lottery stored in step S611 is a miss, if the hold type is special 1 hold, special symbol X is saved as a miss, and if the hold type is special 2 hold, special symbol Y is saved as a miss. Here, a symbol type specification command corresponding to the saved special symbol determination data is set in the transmit buffer.
[0376] (Step S610-15) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol judgment data extracted in step S610-13 above. The first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment that makes up 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.
[0377] (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.
[0378] (Step S610-17) 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.
[0379] (Step S610-19) The main CPU 300a performs a reserve area setting process, which includes storing the game state when a major role lottery is executed in the game state buffer. In this reserve area setting process, if the result of the major role lottery is a jackpot, it stores game state information to be set after the major role game, the type of jackpot symbol (special symbol judgment data), etc., in the reserve area of the main RAM 300c.
[0380] (Step S610-21) 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.
[0381] (Step S610-23) The main CPU 300a loads the counter values of the Special Symbol 1 Reserve Ball Count Counter and the Special Symbol 2 Reserve Ball Count Counter, and sets the Special Symbol Reserve Designation Command in the transmission buffer. Here, the Special Symbol 1 Reserve Designation Command is set based on the counter value of the Special Symbol 1 Reserve Ball Count Counter (Special Symbol 1 Reserve Count), and the Special Symbol 2 Reserve Designation Command is set based on the counter value of the Special Symbol 2 Reserve Ball Count Counter (Special Symbol 2 Reserve Count). Also here, the Special Symbol Winning Order Command, corresponding to the winning order of the Special Symbol 1 Reserve and Special Symbol 2 Reserve stored in step S610-11 above, is set in the transmission buffer. As a result, each time a Special Symbol 1 Reserve or Special Symbol 2 Reserve is consumed, the number of Special Symbol 1 Reserves and Special Symbol 2 Reserves, as well as the winning order of each of these Reserves, are transmitted to the sub-control board 330.
[0382] (Step S610-25) The main CPU 300a updates the special game management phase to "01H" and terminates the special symbol variation waiting process.
[0383] Figure 36 is a flowchart illustrating the special symbol hit detection process (S611) according to the first embodiment.
[0384] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0385] (Step S611-3) The main CPU 300a loads the registered settings from the settings buffer.
[0386] (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.
[0387] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal state).
[0388] (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.
[0389] (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.
[0390] (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.
[0391] (Step S611-15) The main CPU 300a sets the result of the judgment process in step S611-13 as judgment information and terminates the special symbol win judgment process.
[0392] Figure 37 is a flowchart illustrating the special pattern variation number determination process in the main control board 300 according to the first embodiment.
[0393] (Step S612-1) The main CPU 300a determines whether the variable pattern selection status flag is 01H or higher. If it determines that the variable pattern selection status flag is 01H or higher, it proceeds to step S612-3; if it determines that the variable pattern selection status flag is not 01H or higher, it proceeds to step S612-5.
[0394] Here, there are five types of variation pattern selection status flags: 00H, 01H, 02H, 03H, and 04H. Each variation pattern selection status flag indicates the variation state, with 00H corresponding to the normal variation state, 01H to the first variation state, 02H to the second variation state, 03H to the third variation state, and 04H to the fourth variation state. The variation state determines which table (reach group determination random number judgment table, reach mode determination random number judgment table, variation pattern random number judgment table) to select.
[0395] In the first to fourth variation states, the selection of which table to use is defined for each variation state based on the number of times the symbols are displayed in variation (number of variations). Therefore, when the variation pattern selection state flag is 01H or higher, the main CPU 300a selects a pre-set table based on both the variation pattern selection state flag and the number of variations, and then determines the variation information by referring to the selected table. On the other hand, in the normal variation state, the CPU determines the variation information corresponding to the current game state, etc., regardless of the number of variations.
[0396] (Step S612-3) The main CPU 300a increments the fluctuation count counter. The fluctuation count counter is a counter that counts the number of fluctuations in the current fluctuation state.
[0397] (Step S612-5) 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 proceeds to step S612-7. If it determines that it is neither a big win nor a minor win (it is a miss), it proceeds to step S612-11.
[0398] (Step S612-7) The main CPU 300a loads the variable pattern selection status flag.
[0399] (Step S612-9) If the variable pattern selection status flag loaded in step S612-7 is 01H or higher, the main CPU 300a sets a random number determination table for determining the reach mode based on the variable pattern selection status flag and the counter value of the variable count counter. If the variable pattern selection status flag loaded in step S612-7 is 00H, the main CPU 300a sets a random number determination table for determining the reach mode corresponding to the current game state and the type of hold.
[0400] (Step S612-11) 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.
[0401] (Step S612-13) The main CPU 300a loads the variable pattern selection status flag.
[0402] (Step S612-15) If the variable pattern selection status flag loaded in step S612-13 is 01H or higher, the main CPU 300a sets a random number determination table for determining the reach group based on the variable pattern selection status flag, the counter value of the variable count counter, the type of hold, and the number of holds confirmed in step S612-11. On the other hand, if the variable pattern selection status flag loaded in step S612-13 is 00H, the main CPU 300a sets a corresponding random number determination table for determining the reach group based on the current game state, the number of holds confirmed in step S612-11, and the type of hold. 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 S610-11, the main CPU 300a determines the reach group (group type).
[0403] (Step S612-17) 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 S612-15 above.
[0404] (Step S612-19) The main CPU 300a determines the variable mode number based on the reach mode determination random number judgment table set in step S612-9 or step S612-17 and the reach mode determination random number transferred to the 0th memory unit in step S610-11. At this point, along with the variable mode number, the variable pattern random number judgment table is also determined.
[0405] (Step S612-21) The main CPU 300a sets the variable mode command corresponding to the variable mode number determined in step S612-19 above into the transmit buffer.
[0406] (Step S612-23) The main CPU 300a determines the variation pattern number based on the variation pattern random number determination table determined in step S612-19 and the variation pattern random number transferred to the 0th memory unit in step S610-11.
[0407] (Step S612-25) The main CPU 300a sets the variable pattern command corresponding to the variable pattern number determined in step S612-23 above into the transmission buffer, and terminates the special symbol variable number determination process.
[0408] Figure 38 is a flowchart illustrating the special symbol variation processing in the main control board 300 according to the first embodiment. This special symbol variation processing is executed when the special game management phase is "01H".
[0409] (Step S620-1) 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.
[0410] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-1 is "0". If the counter value is "0", the process moves to step S620-5; otherwise, the process moves to step S620-9.
[0411] (Step S620-5) The main CPU 300a performs a special symbol variation timer update process, which subtracts a predetermined value from the timer value of the special symbol variation timer set in step S610-17 above.
[0412] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol variation timer, which was updated in step S620-5 above, is "0". If the timer value is "0", the process moves to step S620-15; otherwise, the process moves to step S620-9.
[0413] (Step S620-9) 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.
[0414] (Step S620-11) 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 S620-13. If it determines that the timer value of the special symbol display timer is not "0", it terminates the special symbol variation process.
[0415] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display counter to be updated and terminates the special symbol variation process. As a result, each segment that makes up the 7-segment display lights up sequentially at predetermined time intervals.
[0416] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0417] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-15 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.
[0418] (Step S620-19) The main CPU 300a sets a special symbol stop command in the transmission buffer, indicating that a special symbol has been stopped and displayed on the first special symbol indicator 160 or the second special symbol indicator 162.
[0419] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for the special symbol to be displayed in a stopped state, to the special game timer and terminates the special symbol variation processing.
[0420] Figure 39 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to the first embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0421] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S550-17 or step S620-21 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 moves to step S630-3.
[0422] (Step S630-3) The main CPU 300a checks the results of the major role lottery.
[0423] (Step S630-5) The main CPU 300a determines whether the result of the major role lottery is a jackpot. If it determines that it is a jackpot, it proceeds to step S630-21; if it determines that it is not a jackpot, it proceeds to step S630-7.
[0424] (Step S630-7) The main CPU 300a executes the count limit management process. Here, it loads the special symbol probability state flag to check whether the current game state is a low probability game state or a high probability game state. If the game state is a high probability game state, it updates the high probability count limit counter value to a value obtained by subtracting "1" from the current counter value. If the high probability count limit counter value becomes "0" as a result of updating it, it sets the special symbol probability state flag corresponding to the low probability game state. As a result, in the high probability game state, once the special symbols have been confirmed a predetermined number of times without winning a jackpot, the game state will transition to the low probability game state.
[0425] Furthermore, a time-saving state flag is loaded here to identify whether the game state is a non-time-saving game state or a time-saving game state, and the current game state is checked to determine whether it is a non-time-saving game state or a time-saving game state. If the game state is a time-saving game state, the counter value of the time-saving count counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" as a result of updating the time-saving count counter, the time-saving state flag corresponding to a non-time-saving game state is set. As a result, in a time-saving game state, once the special symbols have been confirmed a predetermined number of times without winning a jackpot, the game state will transition to a non-time-saving game state.
[0426] (Step S631) The main CPU 300a performs a change state update process to update the change state. This change state update process will be described later using Figure 40.
[0427] (Step S630-11) 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.
[0428] (Step S630-13) The main CPU 300a sets a count command in the transmission buffer to transmit the high-probability count and time-saving count updated in step S630-7 above to the sub-control board 330.
[0429] (Step S630-15) The main CPU 300a determines whether the result of the major prize draw is a minor prize. If it determines that it is a minor prize, it proceeds to step S630-23; if it determines that it is not a minor prize, it proceeds to step S630-17.
[0430] (Step S630-17) The main CPU 300a determines whether a losing symbol has stopped to display based on the fact that a game ball has entered the special electric activation port 129. If it determines that a losing symbol has stopped to display based on the fact that a game ball has entered the special electric activation port 129, the process moves to step S630-23. If it determines that a losing symbol has not stopped to display based on the fact that a game ball has entered the special electric activation port 129, the process moves to step S630-19.
[0431] (Step S630-19) The main CPU 300a updates the special game management phase to "00H" and terminates the special symbol stop symbol display process. As a result, the special game management process based on hold 1 is terminated, and if special hold 1 or special hold 2 is stored, processing will be performed to start the display of the special symbol variation based on the next hold.
[0432] (Step S630-21) The main CPU 300a resets (sets) the game state to its initial state, which is the low-probability game state and the non-time-saving game state.
[0433] (Step S630-23) 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.
[0434] (Step S630-25) 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 S630-23 above and sets a predetermined number (counter value corresponding to the type of special symbol = number of rounds) as the counter value in the special electric mechanism maximum operation counter. This special electric mechanism maximum operation counter indicates the number of rounds that can be executed in the upcoming big prize game. Meanwhile, the main RAM 300c is equipped with a special electric mechanism continuous operation counter, and at the start of each round game, the counter value of the special electric mechanism continuous operation counter is incremented by "1" to manage the current number of round games. Here, along with the start of the big prize game, a process is also executed to reset (update to "0") the counter value of this special electric mechanism continuous operation counter.
[0435] (Step S630-27) The main CPU 300a refers to the data set in step S630-23 above and saves a predetermined opening time as a timer value to the special game timer.
[0436] (Step S630-29) The main CPU 300a sets an opening designation command in the transmission buffer to inform the sub-control board 330 of the start of a major or minor win game. This opening designation command is set for each opening time, and in this case, the opening designation command corresponding to the opening time saved in step S630-27 above is set in the transmission buffer.
[0437] (Step S630-31) If the result of the major prize lottery confirmed in step S630-3 is a jackpot, the main CPU 300a updates the special game management phase to "03H". If the result of the major prize lottery confirmed in step S630-15 is a minor prize, or if it is determined in step S630-17 that a losing symbol has stopped and been displayed based on the fact that a game ball has entered the special electric activation port 129, the special game management phase is updated to "07H" and the special symbol stop symbol display process is terminated. This initiates a major prize game, a minor prize game, or a specific minor prize game.
[0438] Figure 40 is a flowchart illustrating the fluctuating state update process in the main control board 300 according to the first embodiment.
[0439] (Step S631-1) The main CPU 300a determines whether the variable pattern selection status flag is 01H or higher. If it determines that the variable pattern selection status flag is 01H or higher, the process moves to step S631-3; if it determines that the variable pattern selection status flag is not 01H or higher, the process moves to step S631-9.
[0440] (Step S631-3) The main CPU 300a determines whether the number of fluctuations has reached a predetermined number. If it determines that the number of fluctuations has reached the predetermined number, it proceeds to step S631-5; if it determines that the number of fluctuations has not reached the predetermined number, it proceeds to step S631-9.
[0441] (Step S631-5) The main CPU 300a resets (sets to 0) the counter value (number of changes) of the change count counter.
[0442] (Step S631-7) The main CPU 300a updates the variable pattern selection status flag to 00H.
[0443] (Step S631-9) The main CPU 300a loads the variable pattern selection status flag, sets the variable status specification command corresponding to the loaded variable pattern selection status flag, and then terminates the variable status update process.
[0444] Figure 41 is a flowchart illustrating the pre-processing for opening the main prize slot in the main control board 300 according to the first embodiment. This pre-processing for opening the main prize slot is performed when the special game management phase is "03H" or "07H".
[0445] (Step S640-1) The main CPU 300a determines whether the timer value of the special game timer is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the pre-processing for opening the big prize slot. If it determines that the timer value of the special game timer is "0", it proceeds to step S640-3.
[0446] (Step S640-3) The main CPU 300a updates the counter value of the special electric mechanism continuous operation count counter to the current counter value plus "1".
[0447] (Step S640-5) The main CPU 300a sets a command to specify the opening of the large prize slots in the transmission buffer to transmit to the sub-control board 330 that the first large prize slot 126 and the second large prize slot 128 have started to open (the start of the round game).
[0448] (Step S641) The main CPU 300a executes the process of switching the opening and closing of the main prize slot. This process will be explained later.
[0449] (Step S640-7) The main CPU 300a updates the special game management phase to the current value plus 01H ("04H" or "08H"), and terminates the pre-processing for opening the big prize slot.
[0450] Figure 42 is a flowchart illustrating the opening and closing switching process of the main prize slot in the main control board 300 according to the first embodiment.
[0451] (Step S641-1) The main CPU 300a determines whether the counter value of the special electric mechanism opening / closing switch count counter is the upper limit of the number of times the special electric mechanism is opened and closed (the number of times the first large prize opening 126 and the second large prize opening 128 are opened and closed during one round of gameplay). If it is determined that the counter value is the upper limit, the process of opening and closing the large prize openings is terminated. If it is determined that the counter value is not the upper limit, the process moves to step S641-3.
[0452] (Step S641-3) The main CPU 300a refers to the data in the special electric mechanism operation ramset table and extracts solenoid control data for controlling the energization of the first large prize slot solenoid 126c or the second large prize slot solenoid 128c, as well as timer data which is the energization time or de-energization time of the first large prize slot solenoid 126c or the second large prize slot solenoid 128c, based on the counter value of the special electric mechanism opening / closing switch counter.
[0453] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a executes a large prize solenoid energization control process to either start energizing the first large prize solenoid 126c or the second large prize solenoid 128c, or to stop energizing the first large prize solenoid 126c or the second large prize solenoid 128c. This execution of the large prize solenoid energization control process results in the start or stop of energizing the first large prize solenoid 126c or the second large prize solenoid 128c being controlled in steps S400-31 and S400-33 above.
[0454] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 above to the special game timer. The timer value saved to the special game timer here is the maximum opening time for the first and second large prize winning slots 126 and 128 in one go.
[0455] (Step S641-9) The main CPU 300a determines whether the first large prize slot solenoid 126c or the second large prize slot solenoid 128c is in the power-on state, that is, whether the control process to start powering the first large prize slot solenoid 126c or the second large prize slot solenoid 128c was performed in step S641-5 above. If it is determined that the power-on state has been started, the process moves to step S641-11; if it is determined that the power-on state has not been started, the large prize slot opening / closing switching process is terminated.
[0456] (Step S641-11) The main CPU 300a updates the counter value of the special electric mechanism opening / closing count counter to the current counter value plus "1", and then terminates the opening / closing process for the large prize slot.
[0457] Figure 43 is a flowchart illustrating the big prize opening control process in the main control board 300 according to the first embodiment. This big prize opening control process is executed when the special game management phase is "04H" or "08H".
[0458] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 is not "0". If it determines that the timer value of the special game timer is not "0", it proceeds to step S650-5. If it determines that the timer value of the special game timer is "0", it proceeds to step S650-3.
[0459] (Step S650-3) 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 S650-7; if it determines that the counter value is not the upper limit, the process moves to step S641.
[0460] (Step S641) In step S650-3 above, if the counter value of the special electric mechanism opening / closing switch count counter is determined not to be the upper limit of the number of times the special electric mechanism can be opened / closed, the main CPU 300a executes the process in step S641 above.
[0461] (Step S650-5) 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 of balls that can be won in one round have entered the first large prize-winning ball 126 or the second large prize-winning ball 128. If it determines that the predetermined number has not been reached, the large prize-winning ball opening control process is terminated, and if it determines that the predetermined number has been reached, the process moves to step S650-7.
[0462] (Step S650-7) The main CPU 300a executes the necessary prize-winning gate closing process to close the first prize-winning gate 126 and the second prize-winning gate 128 by stopping the power supply to the first prize-winning gate solenoid 126c and the second prize-winning gate solenoid 128c. As a result, the first prize-winning gate 126 and the second prize-winning gate 128 are closed.
[0463] (Step S650-9) The main CPU 300a saves the effective closing time (interval time) for the big prize slot to the special game timer.
[0464] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("05H" or "09H").
[0465] (Step S650-13) The main CPU 300a sets a command to specify that the first and second prize winning holes 126 and 128 have been closed, and then terminates the prize winning hole opening control process.
[0466] Figure 44 is a flowchart illustrating the process for activating the closure of the main prize slot in the main control board 300 according to the first embodiment. This process for activating the closure of the main prize slot is executed when the special game management phase is "05H" or "09H".
[0467] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the process of activating the closing of the big prize slot. If it determines that the timer value of the special game timer is "0", it proceeds to step S660-3.
[0468] (Step S660-3) 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 S660-9; if it is determined that they do not match, the process moves to step S660-5.
[0469] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". Note that if the special game management phase is "09H", that is, during the control of a minor win game, the number of rounds for the minor win game is "1", so step S660-3 above will always be judged as YES, and the process will not proceed to that step.
[0470] (Step S660-7) 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.
[0471] (Step S660-9) The main CPU 300a executes the ending time setting process, which saves the ending time to a special game timer.
[0472] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0473] (Step S660-13) 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.
[0474] Figure 45 is a flowchart illustrating the jackpot completion wait processing in the main control board 300 according to the first embodiment. This jackpot completion wait processing is executed when the special game management phase is "06H" or "0AH".
[0475] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the big prize entry end wait process. If it determines that the timer value of the special game timer is "0", it proceeds to step S670-3.
[0476] (Step S670-3) The main CPU 300a executes a state setting process to determine the game state after a major win has ended. Here, the game state after a major win is set based on the winning symbols that triggered the major win. Specifically, if the winning symbols that triggered the major win were special symbols B and C, the game is set to a high-probability game state and a time-saving game state, and the number of high-probability rounds and time-saving rounds are set to 10,000. If the winning symbols that triggered the major win were special symbols A, the game is set to a low-probability game state and a time-saving game state, and the number of time-saving rounds is set to 100.
[0477] Furthermore, based on the winning symbols that triggered the major win or minor win, this process also sets the spin pattern selection status flag and the number of spins in order to determine the spin state after the major win or minor win has ended.
[0478] (Step S670-5) 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.
[0479] (Step S670-7) The main CPU 300a sets the number of counts specified in step S670-3, which were saved in the above step, into the transmission buffer.
[0480] (Step S670-9) The main CPU 300a sets a variable state specification command in the transmission buffer to transmit the variable state that is set after the end of a major win game or a minor win game.
[0481] (Step S670-11) The main CPU 300a updates the special 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 special symbols will resume.
[0482] Figure 46 is a diagram illustrating the normal game management phase according to the first embodiment. As already explained, in the first embodiment, the processing related to normal gameplay triggered by the passage of a game ball through gate 124 is executed in stages and repeatedly, and the main control board 300 manages each of these normal game-related processes through the normal game management phase.
[0483] As shown in Figure 46, the main ROM 300b stores multiple normal game control modules for executing and controlling normal gameplay, and each of these normal game control modules is associated with a normal game management phase. Specifically, if the normal game management phase is "00H", a module for executing the "normal symbol variation waiting process" is called; if the normal game management phase is "01H", a module for executing the "normal symbol variation in progress process" is called; if the normal game management phase is "02H", a module for executing the "normal symbol stop symbol display process" is called; if the normal game management phase is "03H", a module for executing the "normal electric prize entry opening pre-processing" is called; if the normal game management phase is "04H", a module for executing the "normal electric prize entry opening control process" is called; if the normal game management phase is "05H", a module for executing the "normal electric prize entry closing effective process" is called; and if the normal game management phase is "06H", a module for executing the "normal electric prize entry closing wait process" is called.
[0484] Figure 47 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to the first embodiment.
[0485] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0486] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S700-1 above.
[0487] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above and starts processing.
[0488] (Step S700-7) The main CPU 300a loads the normal game timer, which manages the control time for normal gameplay.
[0489] Figure 48 is a flowchart illustrating the normal symbol variation waiting process in the main control board 300 according to the first embodiment. This normal symbol variation waiting process is executed when the normal game management phase is "00H".
[0490] (Step S710-1) 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 variation waiting process, and if it determines that the counter value is not "0", it moves to step S710-3.
[0491] (Step S710-3) 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.
[0492] (Step S710-5) 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.
[0493] (Step S710-7) The main CPU 300a saves the regular symbol stop number corresponding to the result of the regular symbol lottery in step S710-5 above. In the first embodiment, 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 there is a win, "0" is determined as the regular symbol stop number, and if there is a loss, "1" is determined as the regular symbol stop number.
[0494] (Step S710-9) The main CPU 300a checks the current game state and selects and sets the corresponding regular symbol variation time data table.
[0495] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning random number transferred to the 0th memory unit in step S710-3 and the normal symbol variation time data table set in step S710-9.
[0496] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above to the normal game timer.
[0497] (Step S710-15) 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.
[0498] (Step S710-17) 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.
[0499] (Step S710-19) 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 S710-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the normal symbol hit determination process.
[0500] (Step S710-20) The main CPU 300a stores the current game state as the game state at the start of the regular symbol change.
[0501] (Step S710-21) The main CPU 300a determines whether the current game state is a time-saving game state. If it determines that the game state is a time-saving game state, it proceeds to step S710-23; if it determines that the game state is not a time-saving game state, it proceeds to step S710-29.
[0502] (Step S710-23) The main CPU 300a decrements the counter value of the regular graph fluctuation count counter.
[0503] (Step S710-25) The main CPU 300a determines whether the counter value updated in step S710-23 is 0. If it determines that the counter value is 0, it proceeds to step S710-27; if it determines that the counter value is not 0, it proceeds to step S710-29.
[0504] (Step S710-27) The main CPU 300a sets the game state to a non-time-saving game state. At this point, the counter values of the Special Time-Saving Count Counter, the Total Time-Saving Count Counter, and the Normal Diagram Fluctuation Count Counter are reset (to 0).
[0505] (Step S710-29) The main CPU 300a updates the normal game management phase to "01H" and terminates the normal symbol variation waiting process.
[0506] Figure 49 is a flowchart illustrating the processing during normal symbol variation in the main control board 300 according to the first embodiment. This normal symbol variation processing is executed when the normal game management phase is "01H".
[0507] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 is "0". If the timer value is "0", the process moves to step S720-9; otherwise, the process moves to step S720-3.
[0508] (Step S720-3) 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.
[0509] (Step S720-5) 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 S720-7. If it determines that the timer value of the normal symbol display timer is not "0", it terminates the normal symbol variation process.
[0510] (Step S720-7) 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.
[0511] (Step S720-9) The main CPU 300a saves the regular symbol stop symbol number (counter value) determined in step S710-7 above to the regular symbol display symbol counter. As a result, the regular symbol display unit 168 is ultimately controlled to light up or turn off, and the result of the regular symbol lottery is announced.
[0512] (Step S720-11) The main CPU 300a sets the normal symbol change stop time, which is the time it takes for the normal symbols to stop displaying, to the normal game timer.
[0513] (Step S720-13) The main CPU 300a sets a normal symbol stop command in the transmit buffer, indicating that the normal symbol stop display has started.
[0514] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and terminates the processing during the normal symbol variation.
[0515] Figure 50 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 according to the first embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0516] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 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 S730-3.
[0517] (Step S730-3) The main CPU 300a checks the results of the general lottery.
[0518] (Step S730-5) 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 S730-9; if it determines that it is not a win (it is a loss), it proceeds to step S730-7.
[0519] (Step S730-7) 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.
[0520] (Step S730-9) 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.
[0521] (Step S730-11) 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 second start port 122 begins.
[0522] Figure 51 is a flowchart illustrating the pre-processing for opening the normal electric prize winning slot in the main control board 300 according to the first embodiment. This pre-processing for opening the normal electric prize winning slot is executed when the normal game management phase is "03H".
[0523] (Step S740-1) The main CPU 300a determines whether the timer value of the normal game timer 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 S741.
[0524] (Step S741) The main CPU 300a executes the process of switching the opening and closing of the standard electric prize entry slot. This process of switching the opening and closing of the standard electric prize entry slot will be described later.
[0525] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and terminates the pre-processing for opening the normal electric prize entry point.
[0526] Figure 52 is a flowchart illustrating the switching process for opening and closing the ordinary electric prize slot in the main control board 300 according to the first embodiment.
[0527] (Step S741-1) The main CPU 300a determines whether the counter value of the normal electric mechanism opening / closing count counter is the upper limit of the normal electric mechanism opening / closing count (the number of times the movable piece 122b opens and closes during one opening / closing control). If it determines that the counter value is the upper limit, the normal electric mechanism prize entry opening / closing switching process is terminated. If it determines that the counter value is not the upper limit, the process moves to step S741-3.
[0528] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (power supply control data or power supply deactivation control data) for controlling the power supply of the ordinary electric mechanism solenoid 122c, and timer data which is the power supply time (solenoid power supply time) or power supply deactivation time (ordinary power closing effective time = pause time) of the ordinary electric mechanism solenoid 122c, based on the counter value of the ordinary electric mechanism opening / closing switch count counter.
[0529] (Step S741-5) Based on the solenoid control data extracted in step S741-3 above, the main CPU 300a executes a solenoid power supply control process to either start or stop the power supply to the solenoid 122c. This solenoid power supply control process allows for the start or stop of power supply to the solenoid 122c in steps S400-31 and S400-33.
[0530] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in step S741-3 above to the normal game timer. The timer value saved to the normal game timer here is the maximum opening time of the second start opening 122 in one go.
[0531] (Step S741-9) The main CPU 300a determines whether the standard electric prize solenoid 122c is in the power-on state, that is, whether the control process to start powering the standard electric prize solenoid 122c was performed in step S741-5 above. If it is determined that the power-on state is in place, the process moves to step S741-11; if it is determined that the power-on state is not in place, the standard electric prize entry opening opening / closing switching process is terminated.
[0532] (Step S741-11) The main CPU 300a updates the counter value of the normal electric mechanism opening / closing count counter to the current counter value plus "1".
[0533] Figure 53 is a flowchart illustrating the control process for opening the normal electric prize slot in the main control board 300 according to the first embodiment. This control process for opening the normal electric prize slot is executed when the normal game management phase is "04H".
[0534] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is not "0". If it determines that the timer value of the normal game timer is not "0", it proceeds to step S750-5. If it determines that the timer value of the normal game timer is "0", it proceeds to step S750-3.
[0535] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric mechanism opening / closing switch count counter is the upper limit of the normal electric mechanism opening / closing switch count. If it determines that the counter value is the upper limit, the process moves to step S750-7; if it determines that the counter value is not the upper limit, the process moves to step S741.
[0536] (Step S741) In step S750-3 above, if the counter value of the normal electric mechanism opening / closing count counter is determined not to be the upper limit of the normal electric mechanism opening / closing count, the main CPU 300a executes the process of step S741 above.
[0537] (Step S750-5) The main CPU 300a determines whether the counter value of the ordinary electric prize ball entry counter, which was updated in step S530-9 above, has reached a specified number, that is, whether the same number of game balls as the maximum number of prize balls that can be entered during one opening and closing control have entered the second start opening 122. If it determines that the specified number has not been reached, the ordinary electric prize entry opening control process is terminated, and if it determines that the specified number has been reached, the process moves to step S750-7.
[0538] (Step S750-7) The main CPU 300a executes the necessary process to close the second start port 122 by stopping the power supply to the ordinary electric mechanism solenoid 122c. As a result, the second start port 122 is closed.
[0539] (Step S750-9) The main CPU 300a saves the normal power-on state time to the normal game timer.
[0540] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and terminates the normal electric prize entry opening control process.
[0541] Figure 54 is a flowchart illustrating the process for activating the closing of the ordinary electric prize entry slot in the main control board 300 according to the first embodiment. This process for activating the closing of the ordinary electric prize entry slot is executed when the ordinary game management phase is "05H".
[0542] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the normal electric prize entry opening closing process. If it determines that the timer value of the normal game timer is "0", it proceeds to step S760-3.
[0543] (Step S760-3) The main CPU 300a saves the normal power end wait time to the normal game timer.
[0544] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and terminates the normal electric prize entry opening closing process.
[0545] Figure 55 is a flowchart illustrating the normal electric prize entry point end-wait processing in the main control board 300 according to the first embodiment. This normal electric prize entry point end-wait processing is executed when the normal game management phase is "06H".
[0546] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 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 S770-3.
[0547] (Step S770-3) The main CPU 300a determines whether the long opening of the second start gate 122 has ended, that is, whether the auxiliary game based on the winning of the regular symbol L has ended. If it determines that the long opening of the second start gate 122 has ended, the process moves to step S770-5; if it determines that the long opening of the second start gate 122 has not ended, the process moves to step S770-13.
[0548] (Step S770-5) The main CPU 300a decrements the counter value of the time-saving count counter (for long release) by "1".
[0549] (Step S770-7) In step S770-5, the main CPU 300a determines whether the number of times the second start port has been opened for a long period has been updated from 1 to 0. If it determines that the number of times the second start port has been opened for a long period has been updated from 1 to 0, the process moves to step S770-9. If it determines that the number of times the second start port has been opened for a long period has not been updated from 1 to 0, the normal electric prize entry port end wait process is terminated.
[0550] (Step S770-9) The main CPU 300a sets the game state to a non-time-saving game state.
[0551] (Step S770-11) The main CPU 300a executes the above-mentioned game state change specification command setting process.
[0552] (Step S770-13) 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.
[0553] As described above, special games and regular games proceed as various processes are executed on the main control board 300. During the progress of these games, the sub-control board 330 performs various effects based on commands transmitted from the main control board 300.
[0554] Figure 56 is a diagram illustrating an example of a variation animation for a variation pattern without a reach according to the first embodiment. 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.
[0555] The variation effects according to the first embodiment are broadly classified into a no-reach variation pattern and a reach variation pattern. In the no-reach variation pattern variation effects, a background image (not shown) is displayed on the main effect display unit 200a, and effect symbols 210a, 210b, and 210c are superimposed on this background image and displayed in a variation manner. For example, as shown in Figure 56(a), suppose that 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 56(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.
[0556] Then, as shown in Figure 56(c), the special symbol 210a is displayed first, and then, as shown in Figure 56(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 56(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.
[0557] Figure 57 is a diagram illustrating an example of a variation animation for a normal reach variation pattern according to the first embodiment. In the first embodiment, the reach variation patterns are broadly classified into a normal reach variation pattern, a developed reach variation pattern, and a pseudo-continuous reach variation pattern. 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 variation display of the special symbols starts, and as shown in Figure 57(a), the animation symbol 210a is displayed first. Then, as shown in Figure 57(b), the animation symbol 210c, which is the same as the animation symbol 210a, is displayed.
[0558] As shown in Figure 57(c), when the main display unit 200a displays the same symbols 210a and 210c in a reach pattern, the word "Reach" is displayed superimposed on the symbols 210a and 210c on the main display unit 200a. There are multiple types of reach patterns, and the same 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 57(d), the shape of the symbols 210a and 210c is changed from that before the reach pattern was established, and the display continues to change. Finally, as shown in Figure 57(e), a symbol 210b, which is different from the symbols 210a and 210c, is displayed, informing the player that the big win lottery result was a loss.
[0559] Figure 58 is a diagram illustrating an example of the variation animation of the development reach variation pattern when a miss occurs according to the first embodiment, and Figure 59 is a diagram illustrating an example of the variation animation of the development reach variation pattern when a jackpot occurs according to the first embodiment. In the variation animation of the development reach variation pattern, as shown in Figures 58(a) to (d) and Figures 59(a) to (d), similar to the variation animation of the normal reach variation pattern, the animation symbols 210a and 210c are displayed in a reach pattern on the main animation display unit 200a, and then a predetermined development image (video) is played and displayed in a reach development animation. In this reach development animation, for example, as shown in Figures 58(e) and 59(e), a mission is displayed on the main animation display unit 200a, and as shown in Figures 58(f), (g) and 59(f), (g), images toward achieving the mission are displayed.
[0560] 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 58(h), an image indicating the failure of the mission is ultimately displayed, and then, as shown in Figure 58(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 59(h), an image indicating the success of the mission is ultimately displayed, and then, as shown in Figure 59(i), the performance symbols 210a, 210b, and 210c stop and display in a combination that indicates a win.
[0561] 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.
[0562] 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 development animation, the player cannot determine the result of the big win lottery until the final stages of the variation animation, thus creating a sense of anticipation for a big win.
[0563] The winning pattern is selected only if the result of the major role lottery is a jackpot, and the losing pattern is selected only if the result of the major role lottery is a loss. However, it is possible for the reach development animation to be executed twice in a single spinning animation. In this case, the first reach development animation will be executed as a losing pattern, and the second reach development animation will be executed as either a losing pattern or a jackpot pattern. The following describes the flow of the animation when the reach development animation is executed twice in a single spinning animation.
[0564] Figure 60 illustrates an example of a variation animation when the reach development animation according to the first embodiment is executed twice. For example, suppose that after the animation symbols 210a and 210c are displayed in a reach pattern, the mission animation is executed as shown in Figures 60(a) and (b). Up to this point, there is no difference from the case where the reach development animation is executed only once in one variation animation, but immediately after it is announced that the mission was not completed, "REACH UP" is displayed on the main animation display unit 200a as shown in Figure 60(c).
[0565] Subsequently, as shown in Figure 60(d), the main display unit 200a shows an advanced image for the battle sequence, and the second reach sequence begins. This advanced image for the battle sequence depicts a battle between an ally character and an enemy character. When a jackpot is won, as shown in Figure 60(e), the ally character ultimately defeats the enemy character, and as shown in Figure 60(f), the symbols 210a, 210b, and 210c stop and display in a combination that indicates a jackpot. On the other hand, when a jackpot is lost, as shown in Figure 60(g), the ally character ultimately loses to the enemy character, and as shown in Figure 60(h), the symbols 210a, 210b, and 210c stop and display in a combination that indicates a loss.
[0566] Figure 61 is a diagram illustrating an example of a variation animation for a pseudo-continuous reach variation pattern according to the first embodiment. As shown in Figure 61(a), when the variation display of the animation symbols 210a, 210b, and 210c begins, as shown in Figure 61(b), the animation symbols 210a, 210b, and 210c are temporarily stopped and displayed in one of several pre-defined pseudo-modes. One such pseudo-mode is, for example, the same animation symbols 210a and 210b, and animation symbol 210c, which has a number "2" greater than these animation symbols 210a and 210b, are temporarily stopped and displayed.
[0567] When the symbols 210a, 210b, and 210c are temporarily stopped in a pseudo-mode, the display of the changing symbols 210a, 210b, and 210c resumes, as shown in Figure 61(c). In other words, the pseudo-mode indicates the re-display of the changing symbols 210a, 210b, and 210c. Subsequently, as shown in Figure 61(d), the symbols 210a, 210b, and 210c are once again temporarily stopped in a pseudo-mode.
[0568] Then, as shown in Figure 61(e), when the display of the animation symbols 210a, 210b, and 210c resumes, the animation symbols 210a and 210c are displayed in a reach pattern, as shown in Figure 61(f). Subsequently, as shown in Figures 61(g) to (i), a reach development animation is performed in the same way as the development reach variation pattern, and the result of the big win lottery is announced to the player.
[0569] Thus, the variation animation of the pseudo-continuous reach variation pattern differs from that of the development reach variation pattern in that the content of the animation leading up to the reach pattern of the animation symbols 210a and 210c is different, and after the reach pattern is reached, the variation animation proceeds in the same way as the development reach variation pattern.
[0570] In the pseudo-continuous reach variation pattern, there are multiple variation display patterns for the performance symbols 210a, 210b, and 210c until the reach pattern is reached. Each variation display pattern differs in the number of times the performance symbols 210a, 210b, and 210c are temporarily stopped (displayed), or in other words, the number of times the performance symbols 210a, 210b, and 210c are displayed in variation. This variation display pattern is determined by the variation mode command, and the selection ratio of the variation mode command when a jackpot is won and when a jackpot is lost is set so that the more times the performance symbols 210a, 210b, and 210c are temporarily stopped (displayed in variation), the higher the probability (hereinafter referred to as "reliability") that a jackpot will be announced in the end.
[0571] Specifically, if the result of the major role lottery is a jackpot, the selection ratio of variable mode commands with a high number of display occurrences is set higher than the selection ratio of variable mode commands with a low number of display occurrences. Conversely, if the result of the major role lottery is a loss, the selection ratio of variable mode commands with a low number of display occurrences is set higher than the selection ratio of variable mode commands with a high number of display occurrences.
[0572] Furthermore, the main control board 300 is set so that the reliability of the pseudo-continuous reach variation pattern is higher than the reliability of the development reach variation pattern. Therefore, the reliability is indicated by the number of times the performance symbols 210a, 210b, and 210c are temporarily stopped (varied), and the player watches the outcome of the performance while hoping that the performance symbols 210a, 210b, and 210c will be temporarily stopped (varied) more often.
[0573] The execution patterns for the variation effects described above are determined and executed by the sub-control board 330 based on the variation commands determined by the main control board 300. In other words, the execution patterns for the variation effects are determined collaboratively by the main control board 300 and the sub-control board 330.
[0574] Figure 62 is a diagram illustrating the variable performance determination table according to the first embodiment, with Figure 62(a) showing the first half variable performance determination table and Figure 62(b) showing the second half variable performance determination table. As described above, when a major role lottery is performed on the main control board 300, a variable command is determined based on the result of the major role lottery, and each determined command is transmitted to the sub-control board 330. When the sub-control board 330 receives a variable mode command, it obtains a random performance number of 1 from the range of 0 to 249, and, referring to the first half variable performance determination table, determines the execution pattern of the first half variable performance based on the obtained random performance number and the received variable mode command. Also, when it receives a variable pattern command, it obtains a random performance number of 1 from the range of 0 to 249, and, referring to the second half variable performance determination table, determines the execution pattern of the second half variable performance based on the obtained random performance number and the received variable pattern command. Note that in Figure 62, only a portion of the first half variable performance determination table and the second half variable performance determination table are extracted and shown.
[0575] As shown in Figure 62, according to the first-half variation performance determination table, a selection ratio for the execution pattern of the first-half variation performance is set for each variation mode number (variation mode command), and according to the second-half variation performance determination table, a selection ratio for the execution pattern of the second-half variation performance is set for each variation pattern number (variation pattern command). Then, by combining the determined execution patterns of the first and second halves of the variation performance, one variation performance is executed.
[0576] The variation animation for the no-reach variation pattern is executed when, as the execution pattern for the first half, "None" is determined, indicating that the variation animation for the first half will not be executed, and as the execution pattern for the second half, one of the following is determined: "Normal Miss 1", "Normal Miss 2", "Special Miss 1", or "Special Miss 2", which corresponds to the no-reach variation pattern. For example, when a variation mode command corresponding to the variation mode number "01H", which indicates that the variation animation for the first half will not be executed, is received, the sub-control board 330 will always determine "None" as the execution pattern for the first half. At the same time, the selection ratio is set in the second half variation animation determination table so that only one of the following can be determined from the variation pattern commands that can be received simultaneously: "Normal Miss 1", "Normal Miss 2", "Special Miss 1", or "Special Miss 2". Therefore, when "None" is determined as the execution pattern for the first half, and one of the following is determined as the execution pattern for the second half, the execution pattern for the variation animation will be determined to be the no-reach variation pattern described above.
[0577] On the other hand, the variation animation for the reach variation pattern is executed when a pattern other than "none" is determined as the execution pattern for the first half, and one of the reach development animations (shown as Development 1 to 5 in the diagram) is determined as the execution pattern for the second half. In other words, when the variation animation for the reach variation pattern is executed in the main animation display unit 200a, it has always received a variation mode command corresponding to a variation mode number other than variation mode number = 01H, and a variation pattern command corresponding to a variation pattern number that determines one of Development 1 to 5.
[0578] In Figure 62(a), "Normal Reach 1" and "Normal Reach 2" in the first half of the execution pattern refer to the background images and the display patterns of the display symbols 210a, 210b, and 210c that are displayed on the main display unit 200a until the display of the display symbols 210a, 210b, and 210c enters a reach state, or more specifically, until the reach development display begins. These image patterns are pre-designed to match the display time of the special symbols corresponding to the variation mode number. For example, when "Normal Reach 1" is determined, the images shown in Figures 57(a) to (d) will be displayed on the main display unit 200a.
[0579] Furthermore, in Figure 62(a), "Pseudo 2a" and the like in the first half of the execution pattern indicate the display pattern of the main variation animation image displayed on the main animation display unit 200a, that is, the execution pattern of the animation symbols 210a, 210b, and 210c that are displayed in a variation animation within the variation animation of the pseudo continuous reach variation pattern until the reach development animation begins. For example, "Pseudo 2a" is a pseudo continuous reach variation pattern of "Pseudo 2" in which the animation symbols 210a, 210b, and 210c are displayed in a variation animation twice, and indicates that the main variation animation image is display pattern a. Also, "Pseudo 3b" is a pseudo continuous reach variation pattern of "Pseudo 3" in which the animation symbols 210a, 210b, and 210c are displayed in a variation animation three times, and indicates that the main variation animation image is display pattern b.
[0580] Furthermore, in the first half and second half variation performance determination tables shown in Figure 62, the selection ratios for the no-reach variation pattern and the normal reach variation pattern are set so that they are executed only when the result of the big win lottery is a miss. In addition, the development reach variation pattern and the pseudo-continuous reach variation pattern are determined both when there is a miss and when there is a big win, but the development reach variation pattern has a higher selection ratio when there is a miss and a lower selection ratio when there is a big win than the pseudo-continuous reach variation pattern. By setting the selection ratios in this way for both misses and big wins, the pseudo-continuous reach variation pattern is set to have a higher reliability than the development reach variation pattern.
[0581] Furthermore, within the pseudo-consecutive reach variation patterns, the more pseudo-reels there are, the higher the selection rate for a big win and the lower the selection rate for a loss. The settings are designed so that the more pseudo-reels there are, the higher the reliability.
[0582] As described above, the general flow of the variable performance is determined by the variable performance determination table, but at the start of the variable performance, the feasibility and execution pattern of various elemental performances that constitute the variable performance are further determined based on the variable mode command or variable pattern command. Here, elemental performances refer to all performances that constitute the variable performance, such as the variable display of performance symbols 210a, 210b, and 210c on the main performance display unit 200a as described above, the development image displayed on the main performance display unit 200a in the reach development performance, and performances that move the performance mechanism device 202. In this embodiment, as elemental performances that constitute the variable performance, a pre-announcement performance (suggestion performance) is executed at various timings during the variable performance.
[0583] This pre-announcement effect is an effect in which a predetermined image is displayed on the main effect display unit 200a or the effect mechanism 202 is moved at a predetermined timing during the start of a variation effect, when the effect symbols 210a, 210b, and 210c are displayed again during the variation effect of a pseudo-continuous reach variation pattern, and during the reach development effect, etc. Whether or not it can be executed and the execution pattern are determined for each pre-announcement effect. Each pre-announcement effect has multiple execution patterns, and for each of the multiple execution patterns, a selection ratio is set for each variation pattern command and variation mode command, in other words, for whether or not a jackpot is won, and the expected value is set for each execution pattern according to this selection ratio.
[0584] As explained above, when the sub-control board 330 receives a variation command, it determines the execution pattern of the variation effect, whether each element effect can be executed, and the execution pattern, and the variation effect is executed while the special symbol is being displayed in variation mode. Thus, the variation effect is performed once for each variation of the special symbol, but in this embodiment, effects that span multiple variations of the special symbol are also executed.
[0585] Figure 63 is a diagram illustrating an example of a hold display effect according to the first embodiment. A hold display area 211 is provided at the bottom of the main effect display unit 200a. Although not shown in Figures 55 to 60, the hold display area 211 is always displayed on the main effect display unit 200a, even during the variation effect and while the game is in standby mode. During the variation effect, the hold display effect is performed in this hold display area 211. In the hold display effect, the hold display 212a, which indicates the hold read into the processing area (0th memory unit) during the big win lottery, and the first hold display 212b, second hold display 212c, third hold display 212d, and fourth hold display 212e, which indicate the holds stored in the 1st to 4th memory units of the first special symbol hold memory area, are displayed in the hold display area 211.
[0586] For example, when a special symbol is being displayed and four special 1 reserves are stored in the main RAM 300c, a total of five reserve displays 212, including the current reserve display 212a and the first to fourth reserve displays 212b to 212e, are displayed in the reserve display area 211, as shown in Figure 63(a). Then, when the special symbol display ends and the special 1 reserves stored in the first memory unit are read into the processing area (0th memory unit) to perform the big prize lottery, and the reserve shift processing of the main RAM 300c is executed, the current reserve display 212a is erased, and the first to fourth reserve displays 212b to 212e are moved one position to the left, as shown in Figure 63(b). Furthermore, when the next special 1 reserve is read from this state, each of the reserve displays 212 is moved further, as shown in Figure 63(c). Thus, the hold display effect is a way of informing the player of the number of special hold 1s stored in the main RAM 300c.
[0587] Furthermore, multiple display patterns are provided for the hold display 212, and the display color differs for each display pattern. In the main control board 300, when a hold is stored, the acquisition time performance determination process (step S536) is executed, and a pre-read specification command indicating the variation information to be determined when the newly stored hold is read out to the 0th storage unit is sent to the sub-control board 330. When the sub-control board 330 receives the pre-read specification command, it determines the display pattern of the hold display corresponding to the newly stored hold based on the received command. At this time, the selection ratio of each display pattern is set for each pre-read specification command, that is, for each piece of variation information to be determined when the newly stored hold is read out in the big win lottery. In other words, since the selection ratio of each display pattern is set according to whether or not a big win is achieved and the execution pattern of the variation performance, the display pattern of the hold display 212 suggests the reliability (expected value) of a big win.
[0588] Figure 64(a) is a diagram illustrating the final hold display pattern determination table, and Figure 64(b) is a diagram illustrating the previous hold display pattern determination table. As described above, in the acquisition-time performance determination process of the main control board 300, a pre-read specification command indicating the variable mode number and variable pattern number determined when a newly stored hold is read is sent to the sub-control board 330. In other words, the pre-read specification command is a command that transmits the variable mode number and variable pattern number determined when a hold is read to the sub-control board 330. According to the final hold display pattern determination table, the selection ratio of the display pattern of the hold display 212 is set for each pre-read specification command (variable pattern number), and when a pre-read specification command is received, the final display pattern of the hold display 212, that is, the final display pattern of the hold display 212a, is determined.
[0589] According to the final hold display pattern determination table shown in Figure 64(a), one of eight display patterns is determined: "default (white)", "flashing", "blue", "yellow", "green", "black", "red", and "premium (rainbow)". Once the final display pattern for the hold display 212a is determined, the display patterns of the hold displays 212 that were displayed before it are determined by referring to the previous hold display pattern determination table shown in Figure 64(b). According to this previous hold display pattern determination table, a selection ratio for the hold display 212 display pattern to be displayed before the moving display is set for each display pattern of the hold display 212.
[0590] For example, suppose that in the main control board 300, when a hold is stored in the second storage unit of the first special feature hold storage area, the final display pattern of the hold display 212a is determined by referring to the final hold display pattern determination table. In this case, the display pattern of the first hold display 212b is then determined by referring to the previous hold display pattern determination table. At this time, the display pattern of the first hold display 212b is determined based on the final display pattern of the hold display 212a that was determined earlier. For example, if the final display pattern of the hold display 212a was "blue", then according to the previous hold display pattern determination table, the display pattern of the first hold display 212b is determined to be "flashing" with a probability of 200 / 250 and "blue" with a probability of 50 / 250.
[0591] In this way, once the display pattern for the first hold display 212b is determined, the display pattern for the second hold display 212c is then determined by referring again to the previous hold display pattern determination table based on the previously determined display pattern for the first hold display 212b.
[0592] As described above, when a hold is stored, first the final display pattern of the hold display 212a is determined, and then, based on the final display pattern of the hold display 212a that was determined, the display pattern of the first hold display 212b is determined, and so on, with the display patterns being determined sequentially in reverse order of the display sequence. In addition, according to the previous hold display pattern determination table, the selection ratio is set so that only display patterns that are the same as the previously determined hold display 212 or display patterns with a lower reliability are determined.
[0593] As described above, the hold display effect provides multiple display patterns for the hold display 212, each with a different expected value for granting a predetermined game benefit. The hold display 212 may be displayed in one display pattern from the time it is first displayed on the main effect display unit 200a until it is finally erased, or the display pattern may change during the display period.
[0594] In the first embodiment, the timing at which the display pattern of the hold display 212 changes includes the timing at which the hold display 212 is moved and displayed to the first hold display 212b to the third hold display 212d, and a predetermined timing during the fluctuation effect related to the target hold. If the first hold display 212b to the fourth hold display 212e are displayed in a display pattern other than the default, the hold display effect functions as a pre-read effect.
[0595] Figure 65 illustrates an example of a pre-announcement animation according to the first embodiment. The pre-announcement animation is an animation performed with one of the reserved symbols as the target reserved symbol, and it indicates the reliability of a big win or a small win for the target reserved symbol. Hereinafter, the variation animation that is performed when the target reserved symbol is read out will be called the target variation animation, and the variation animation that is performed before the target variation animation will be called the pre-target variation animation.Here, we will explain the case in which the special reserved symbol 1 is the target reserved symbol, and in multiple pre-target variation animations related to the special reserved symbol 1, a pre-announcement animation (hereinafter sometimes called the "chance symbol pre-announcement animation") is performed in which the animation symbols 210a, 210b, and 210c are stopped in a predetermined specific manner.
[0596] In this example, the fourth variation is the target variation, and in each of the three preceding target pre-variation variations, a pre-announcement effect is executed in which the effect symbols 210a, 210b, and 210c stop in a specific manner. Also, in this example, the hold display effect is executed as a pre-announcement effect simultaneously with the pre-announcement effect.
[0597] As shown in Figure 65(a), the first pre-target variation animation begins, and the variation display of the animation symbols 210a, 210b, and 210c begins. At this time, the third reserve display 212d, which indicates the target reserve, is displayed in blue, for example. Subsequently, as shown in Figure 65(b), the animation symbols 210a, 210b, and 210c stop and are displayed in a combination that indicates a miss, and the first pre-target variation animation ends. At this time, the animation symbols 210a, 210b, and 210c stop and are displayed in the order of "1", "2", and "3".
[0598] Next, as shown in Figure 65(c), the hold indicator 212 is shifted to the left, and the second pre-target variation effect begins. At this time, the hold indicator 212, which has shifted from the third hold indicator 212d to the second hold indicator 212c, changes from blue to, for example, yellow. Then, as shown in Figure 65(d), the effect symbols 210a, 210b, and 210c stop and are displayed in a combination that indicates a miss, and the second pre-target variation effect ends. At this time, the effect symbols 210a, 210b, and 210c stop and are displayed in the order of "2", "3", and "4".
[0599] Next, as shown in Figure 65(e), the hold indicator 212 is shifted to the left, and the third pre-target variation effect begins. At this time, the hold indicator 212, which has shifted from the second hold indicator 212c to the first hold indicator 212b, remains yellow and does not change. Then, as shown in Figure 65(f), the effect symbols 210a, 210b, and 210c stop and are displayed in a combination that indicates a miss, and the third pre-target variation effect ends. At this time, the effect symbols 210a, 210b, and 210c stop and are displayed in the order of "3", "4", and "5".
[0600] Then, as shown in Figure 65(g), when the target variation effect starts, the reserve display 212, which has shifted from the first reserve display 212b to the reserve display 212a, changes from yellow to, for example, red. The target variation effect is a reach variation pattern in which, as shown in Figures 65(h) and 65(i), the effect symbols 210a and 210c are displayed as reach symbols, and then the reach development effect is executed.
[0601] Thus, in the preview announcement effect, in each of the multiple pre-target variation effects, the effect symbols 210a, 210b, and 210c are continuously stopped and displayed in a predetermined specific manner. As a result, in the subsequent variation effects, a sense of expectation is given to the player that an effect with a high probability of a big win will be executed. Here, as the specific manner, it is assumed that the effect symbol 210b is "1" larger than the effect symbol 210a, and the effect symbol 210c is displayed with a number "1" larger than the effect symbol 210b. That is, when the effect symbol 210a is "N", the effect symbols 210b and 210c are stopped and displayed in the "ascending chance pattern" where they increase by 1 to the right, so that they become "N + 1" and "N + 2" respectively. However, the specific manner is not limited to this, and the effect symbols 210a, 210b, and 210c may be stopped and displayed in the order of "3", "2", "1". That is, when the effect symbol 210a is "N", the effect symbols 210b and 210c may be stopped and displayed in the "descending chance pattern" where they decrease by 1 to the right, so that they become "N - 1" and "N - 2" respectively. Also, the specific manner may be such that the effect symbol 210c is stopped and displayed with a number that is a predetermined number larger than the other effect symbols 210a and 210b in the order of "1", "1", "2". That is, when the effect symbols 210a and 210b are "N", the effect symbol 210c may be stopped and displayed in the "shift chance pattern" where only one effect symbol is stopped and displayed differently, so that it becomes "N + 1".
[0602] Also, here, for each pre-target variation effect, it is assumed that the numbers shown in the effect symbols 210a, 210b, and 210c increase by 1 each. That is, it is assumed that the specific manner is different for each pre-target variation effect. However, in all the pre-target variation effects, the effect symbols 210a, 210b, and 210c may be displayed in the same specific manner. In any case, it is sufficient if the player can recognize that the multiple pre-target variation effects executed continuously have relevance or continuity with each other.
[0603] In the first embodiment, a pre-announcement effect using the symbols 210a, 210b, and 210c was described as an example of a pre-announcement effect, but the pre-announcement effect is not limited to this. For example, the pre-announcement effect may be a background pre-announcement effect that changes the background image or the effect state (effect mode), a character pre-announcement effect that changes the number of characters displayed, a count pre-announcement effect that counts up or counts down a number, or a gimmick pre-announcement effect that uses sound or lighting. In any case, the pre-announcement effect only needs to be an effect that allows the player to recognize that multiple consecutive pre-fluctuating effects are related to or have continuity with one another.
[0604] Figure 66 is a diagram illustrating the pre-announcement effect determination table. When the sub-control board 330 receives a pre-announcement specification command, it refers to the pre-announcement effect determination table to determine whether or not to execute the pre-announcement effect and the execution pattern. As shown in Figure 66, multiple execution patterns for the pre-announcement effect are provided, and if anything other than non-execution is determined, that is, if the execution of the pre-announcement effect is determined, the variation effects from the next variation effect to be started up to the variation effect immediately preceding the target variation effect are identified as the target pre-variation effect.
[0605] In this case, for example, the pre-announcement animation is executed on the condition that there are 2 or more pre-target variation animations. Therefore, in this case, the pre-announcement animation can be executed with the newly stored special 1 reserve as the target reserve when 2 or more special 1 reserves are stored and a new special 1 reserve is stored. If a pre-announcement command is received when 2 or more special 1 reserves are not stored, the pre-announcement execution condition is not met, and the lottery to determine whether or not to execute the pre-announcement animation is not performed.
[0606] As described above, when a hold is stored, it is determined whether or not the pre-announcement effect will be executed. Here, we have explained the pre-announcement effect using the effect symbols 210a, 210b, and 210c, but the content of the pre-announcement effect is not limited to these. For example, a countdown effect that counts the number of spins until the target spin effect may be executed each time the pre-target spin effect ends. In any case, the pre-announcement effect only needs to be an effect that suggests that a hold with a high expectation level has been stored before the start of the target spin effect.
[0607] The execution pattern of the pre-announcement effect determined by the pre-announcement effect determination table may be a pattern in which only one pre-announcement effect is executed, or it may be a pattern in which multiple pre-announcement effects are combined. For example, it may be a pattern in which a chance-eye pre-announcement effect and a background pre-announcement effect are executed simultaneously.
[0608] Furthermore, the pre-announcement effect determination table may have a lottery table set according to the number of reserved balls, or it may have a pre-announcement effect determination table that can be used for the lottery when the number of reserved balls becomes 1.
[0609] Figure 67 is the first diagram illustrating an example of a blackout effect according to the first embodiment. In the first embodiment, when the symbol variation display on the first special symbol display 160 or the second special symbol display 162 is a variation display (losing variation) in which a losing symbol is ultimately stopped and displayed, and a specific small win game is executed based on the entry of a game ball into the special electric activation port 129, the losing symbol will be forcibly stopped and displayed on the first special symbol display 160 or the second special symbol display 162 during the variation display.
[0610] Specifically, as shown in FIG. 67(a), it is assumed that a variation effect related to a losing variation is being executed in the main effect display unit 200a. Also, it is assumed that the first hold display 212b has a hold display pattern other than the default (white). At this time, when a game ball enters the special electric operation port 129, in the main control board 300, a losing symbol is forcibly stopped and displayed on the first special symbol display 160 or the second special symbol display 162 during the variation display, and an opening designation command is transmitted to the sub-control board 330.
[0611] In this case, in the sub-control board 330, based on the reception of the opening designation command, as shown in FIG. 67(b), a blackout effect is executed in which the main effect display unit 200a is gradually darkened. In the first embodiment, the blackout effect is exemplified as a display for cutting the variation effect. However, it may be due to a whiteout, blur, a worm-eaten display where some images are missing, a burning-up display where the screen burns from the bottom, etc., as long as the visibility of the images such as the currently executed preview effect is reduced, and the execution mode of the effect for cutting the variation effect may be selectively used according to the situation such as the effect state (effect mode).
[0612] In the blackout effect executed when losing, as shown in the figure, the mini effect symbols 213a, 213b, 213c are displayed in a specific losing mode. Thereby, the player is notified that the losing symbol has stopped being displayed on the first special symbol display 160 or the second special symbol display 162.
[0613] Furthermore, the mini-symbols 213a, 213b, and 213c that are displayed during the blackout sequence in specific losing patterns have predetermined fixed numbers that are displayed (in the first embodiment, the mini-symbols 213a, 213b, and 213c stop and are displayed with the numbers "2", "4", and "6", respectively). In other words, the numbers of the mini-symbols 213a, 213b, and 213c displayed during the blackout sequence when a losing pattern occurs are fixed numbers that are displayed regardless of the numbers of the symbols 210a, 210b, and 210c that would have been displayed if the blackout sequence had not been performed. In other words, the specific losing patterns for the mini-symbols 213a, 213b, and 213c are fixed combinations regardless of the stopping display patterns of the symbols 210a, 210b, and 210c (except in cases where "2", "4", and "6" are designed to be determinable as the normally stoppable losing patterns for the symbols 210a, 210b, and 210c).
[0614] Here, the performance symbols 210a, 210b, and 210c, and the mini performance symbols 213a, 213b, and 213c are referred to as numbers, but they are not limited to numbers. For example, the performance symbols 210a, 210b, and 210c, and the mini performance symbols 213a, 213b, and 213c may be kana characters, kanji characters, or alphabet characters. In any case, the mini performance symbols 213a, 213b, and 213c can be any combination or display pattern that is fixed, regardless of which performance symbols 210a, 210b, and 210c were determined at the start of the variation performance.
[0615] Furthermore, based on the fact that a game ball has entered the special electric activation port 129, a right-hand shooting notification image 214 is displayed, suggesting that the game ball should be launched into the second game area 116b. The right-hand shooting notification image 214 suggests that the game ball should be entered into the first large prize port 126.
[0616] Furthermore, based on the entry of a game ball into the special electric activation port 129, an animation cut image 215 is displayed to inform the player that the variation animation has been cut. In this case, the animation cut image 215 is displayed in the upper left of the main animation display unit 200a because its visibility may be impaired by the operation of the animation mechanism 202. However, the animation cut image 215 may also be displayed largely in the center of the main animation display unit 200a, or it may be configured to be displayed simultaneously in the center and the upper left. In any case, any display method that can inform the player that the variation animation has been cut is acceptable.
[0617] Then, when the special minor win game, which was executed based on the entry of a game ball into the special electric activation port 129, ends, the display of the next special symbol variation begins, and a variation command is sent from the main control board 300 to the sub-control board 330.
[0618] Then, based on the reception of the fluctuation command, the sub-control board 330 terminates the blackout effect as shown in Figure 67(c) and starts the next fluctuation effect on the main effect display unit 200a. At this time, the hold display 212 is shifted. Note that the effect symbols 210a, 210b, and 210c displayed at the start of the fluctuation may be special symbols ("2", "4", "6", etc.) used when the fluctuation cut function is in use, and the stop display pattern determined at the start of the previous fluctuation effect may not be adopted. By setting a specific combination of effect symbols as the return symbols when the fluctuation cut function is in use, if the fluctuation using the fluctuation cut function was a reach pattern, it is suppressed that the fluctuation will start from a display pattern of a reach-miss pattern after the blackout effect is resolved, thus suppressing the feeling of loss such as "I could have seen an exciting and never-before-seen effect during the reach."
[0619] In other words, if a game ball enters the special electric activation port 129 while a losing spin is in progress, and a specific minor win game is initiated, the blackout effect will continue to run from the start of the specific minor win game until the end of the specific minor win game and the start of the next spin display. In this way, by inserting a game ball into the special electric activation port 129 while a losing spin is in progress, the losing spin and spin effect can be forcibly terminated. This allows the player to skip effects that have low expectations, thus preventing a decline in the enjoyment of the game.
[0620] Furthermore, the hold display 212 is displayed as determined when the hold was stored, regardless of whether the blackout effect is executed or not. For example, in the example shown in Figure 67, suppose the first hold display 212b in Figure 67(a) is displayed in blue. Also, suppose it was determined that when the first hold display 212b in Figure 67(a) is shifted to display the hold display 212a, the hold display 212a will change from blue to yellow. In this case, regardless of whether the blackout effect is executed or not, the hold display 212a will be displayed in yellow, as shown in Figure 67(c). Thus, in the hold display effect, the pre-read effect in which the display pattern of the hold display 212 changes will continue without ending even if the blackout effect is executed. Also, in the example in Figure 67, even if the change effect was cut before the change occurred, even though it was planned for the first hold display 212b to change to yellow at the timing shown in Figure 67(a), the hold display 212a may still be changed to yellow when it is shifted to display. Although the hold indicator 212 is not visible in Figure 67(b), the hold indicator 212 may be configured to be drawn on a layer higher than the blackout effect, which is drawn on a higher layer than the background effect, so that the hold indicator 212 is visible even during the blackout effect.
[0621] In contrast, if the pre-announcement effect is executed continuously during the fluctuation effects before and after the blackout effect is performed, it may cause discomfort to the player. For example, in the above example, the numbers of the effect symbols 210a, 210b, and 210c, which are displayed in a specific manner, increase by "1" each time the target pre-fluctuation effect is performed. In other words, in the above pre-announcement effect, the three effect symbols 210a, 210b, and 210c are consecutive numbers, and there is a regularity that the three effect symbols 210a, 210b, and 210c increase by "1" each time the fluctuation effect is performed.
[0622] However, if a blackout effect is executed during the pre-target reel spinning sequence, the reel symbols 210a, 210b, and 210c are not displayed, and instead, mini reel symbols 213a, 213b, and 213c are displayed. At this time, the display patterns of the mini reel symbols 213a, 213b, and 213c are predetermined and do not satisfy the regularity of the pre-announcement sequence (for example, as shown in Figure 65, it is conceivable that the numbers of the reel symbols 210a, 210b, and 210c, which are displayed in a sequential chance pattern, increase by "1" with each reel spinning sequence). Therefore, if a pre-announcement sequence is executed before and after a reel spinning sequence in which a blackout effect is performed, the regularity of the pre-announcement sequence may not be guaranteed, potentially causing misunderstanding or discomfort to the player. Accordingly, in the first embodiment, if a blackout effect is executed during the pre-target reel spinning sequence, the execution of the pre-announcement sequence is canceled to prevent misunderstanding or discomfort to the player.
[0623] Furthermore, since the pre-announcement animation is canceled midway when a game ball enters the special electric activation port 129, a message such as "The animation may be impaired" may be displayed in the animation cut image 215 to prevent players from being misled or feeling uncomfortable. Alternatively, a message such as "The pre-announcement animation will now end" may be displayed in the animation cut image 215 during the pre-announcement animation to inform players that the pre-announcement animation is ending.
[0624] Furthermore, if the number of balls allowed in the first major prize slot 126 is set to a small number such as one or two, the specified number of game balls may enter the first major prize slot 126 immediately after the start of the specific minor prize game, potentially causing the specific minor prize game to end in a very short time. In this case, sufficient time may not be secured for the specific minor prize game, the display time of the mini-effect symbols 213a, 213b, and 213c may be shortened, and the results of the major prize lottery may not be properly communicated to the player. It is preferable that the mini-effect symbols 213a, 213b, and 213c be displayed for at least a predetermined time (for example, 0.5 seconds). Therefore, for example, the opening time and / or ending time of the specific minor prize game may be set to be longer than the opening time and ending time of the minor prize game or major prize game in which the second major prize slot 128 is opened and closed. Furthermore, the opening or ending time of specific minor win games should be designed to be longer than the minimum stop display time of the mini-symbols 213a, 213b, and 213c. This ensures the visibility of the mini-symbols 213a, 213b, and 213c, allowing players to properly understand when a losing spin has been confirmed.
[0625] Furthermore, although not shown in Figure 67, when a win occurs in the first major prize pocket 126 during a specific minor win game, a prize win animation may be performed, such as temporarily displaying an effect image, a mini-character, or an icon from the corner of the main performance display unit 200a screen. Also, when a variation such as a big win variation, which will be described later, is interrupted without being cut, the system may be configured to indicate the type of special symbol that will be stopped and displayed depending on the manner in which the prize win animation is performed at that time (for example, displaying a premium mini-character or rainbow effect prize win animation that confirms a 10-round big win or a big win that transitions to a favorable game state after a major win, or special sound effects, operation of a performance mechanism, etc.).
[0626] Furthermore, for example, during a losing spin, the performance device 202 may move from its initial position to a predetermined movable position. In this case, it is necessary to return the performance device 202 to its initial position by executing a specific minor win game. However, it may take a long time for the performance device 202 to return from the movable position to its initial position. In this case, when the next spin performance starts, the performance device 202 may not have returned to its initial position, which may cause a malfunction. Therefore, as described above, it is advisable to set the specified number to two or more, or to set the opening time or ending time in the specific minor win game to be longer than the maximum time required for the performance device 202 to return from the movable position to its initial position.
[0627] Figure 68 is a diagram illustrating an example of a super-hot standby animation according to the first embodiment. In the first embodiment, when the symbol variation display on the first special symbol display 160 is a variation display in which a jackpot symbol is ultimately stopped (jackpot variation), and a specific minor win game is executed based on the entry of a game ball into the special electric operation port 129, the variation display on the first special symbol display 160, which is in the middle of the variation display, is interrupted. Also, when the symbol variation display on the second special symbol display 162 is a jackpot variation or a variation display in which a minor win symbol is ultimately stopped (minor win variation), and a specific minor win game is executed based on the entry of a game ball into the special electric operation port 129, the variation display on the second special symbol display 162, which is in the middle of the variation display, is interrupted.
[0628] Specifically, as shown in Figure 68(a), assume that a variation animation related to a big win variation or a small win variation is being executed in the main animation display unit 200a. At this time, when a game ball enters the special electric operation port 129, the main control board 300 interrupts the variation display of the first special symbol display unit 160 or the second special symbol display unit 162, which is currently displaying the variation, and sends an opening specification command to the sub-control board 330.
[0629] In this case, based on the reception of the opening specification command, the sub-control board 330 starts the "Super Hot Standby" animation, which displays an animation image with the words "Super Hot Standby!" on the main animation display unit 200a, as shown in Figure 68(b).
[0630] Then, as shown in Figure 68(c), when the specific minor win game, which was executed based on the entry of a game ball into the special electric activation port 129, ends, the interrupted big win or minor win variation resumes.
[0631] Then, as shown in Figure 68(d), when the jackpot symbol is finally displayed on the first special symbol display 160, a special symbol stop command is sent from the main control board 300 to the sub-control board 330. Also, when the jackpot symbol or minor jackpot symbol is displayed on the second special symbol display 162, a special symbol stop command is sent from the main control board 300 to the sub-control board 330.
[0632] Then, based on the reception of the special symbol stop command, the sub-control board 330 terminates the "Super Hot Standby" animation as shown in Figure 68(d), and the animation symbols 210a, 210b, and 210c are stopped and displayed on the main animation display unit 200a in a manner corresponding to a big win or a small win. In other words, the "Super Hot Standby" animation is an image that suggests in advance that the result of the big win lottery will be a big win or a small win, as the animation symbols 210a, 210b, and 210c are ultimately stopped and displayed in a manner corresponding to a big win or a small win....
Claims
[Claim 1] A game board in which a game area is formed through which game balls flow, A starting port provided in the aforementioned game area, A specific operating port provided in the aforementioned game area, A symbol determination means that determines a stop symbol including a winning symbol based on the entry of a game ball into the aforementioned starting opening, When the stop symbol is determined, the symbol display unit performs a variation process to display the symbol in a variation state and then stop the stop symbol; When the winning symbol is displayed in the symbol display section, a means for granting game benefits is provided that can grant the player one of several types of game benefits with different degrees of advantage. During the aforementioned variation process, the effect execution means executes a variation effect, Equipped with, The aforementioned performance execution means is If a game ball enters the specific operating slot during the variation process in which the winning symbol is displayed, the variation effect currently being executed can be switched to a special effect that includes an indication of the type of game benefit to be given after the winning symbol is displayed. A gaming machine characterized by the following features.