Gaming machine

The gaming machine enhances player engagement by incorporating movable elements and state-setting mechanisms to create differentiated gameplay experiences, including easy-to-win states and special games, addressing the lack of performance variation in existing machines.

JP2026111322APending Publication Date: 2026-07-03HEIWA CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
HEIWA CORP
Filing Date
2024-12-23
Publication Date
2026-07-03

AI Technical Summary

Technical Problem

Gaming machines lack differentiation in gaming performance, leading to a lack of interest and engagement among players.

Method used

Incorporating a game board with movable means that facilitate game ball entry into specific areas, information acquisition, and state setting mechanisms to enable normal and easy-to-win states, along with special games that offer variable gameplay and prize opportunities.

Benefits of technology

Enhances gameplay enjoyment by introducing new mechanics and varying game states, increasing player engagement and excitement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

New gameplay elements enhance the enjoyment of the game. [Solution] The game state includes a normal state and a first easy-to-win state and a second easy-to-win state in which the movable means is more easily displaced to a state in which it is easier for the game ball to enter the starting area than in the normal state. When a special winning symbol is stopped and displayed on the special symbol display unit and the big prize opening opening game is executed, the game state after the big prize opening opening game can be set to the first easy-to-win state, and when a specific symbol is stopped and displayed on the special symbol display unit, the game state after the specific symbol is stopped and displayed can be set to the second easy-to-win state. When a special winning symbol is determined in the second easy-to-win state, the variation time is set to a predetermined time. The predetermined time is a time in which the normal game can be executed multiple times and the auxiliary game can be executed multiple times.
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventionally, for example, as shown in Patent Document 1, there is known a gaming machine provided with a plurality of gaming states having different degrees of advantage.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In recent gaming machines, there is little difference in gaming performance among different models, and there is a demand for the development of gaming machines with new gaming performance.

[0005] An object of the present invention is to provide a gaming machine capable of improving the interest of the game with new gaming performance.

Means for Solving the Problems

[0006] In order to solve the above problems, the gaming machine of the present invention includes a game board in which a game area where game balls flow down is formed, a starting area provided in the game area, movable means displaceable to a state in which it is easy for a game ball to enter the starting area, an entry area provided in the game area and into which a game ball can enter, A normal game execution means that performs a normal game, in which, based on the entry of a game ball into the entry area, one of a plurality of normal symbols, including at least a normal winning symbol, is determined, the determined normal symbol is stopped and displayed on the normal symbol display unit, and when the normal winning symbol is stopped and displayed on the normal symbol display unit, the movable means is displaced to a state that facilitates the entry of a game ball into the starting area; Information acquisition means that acquires predetermined information based on the entry of a game ball into the starting area and stores it in a storage unit within a predetermined upper limit, A special game execution means that, upon fulfillment of the starting conditions, determines one of a plurality of special symbols, including at least a special winning symbol and a specific symbol, based on the predetermined information, determines the variation time until the determined special symbol is stopped and displayed on the special symbol display unit, stops and displays the special symbol on the special symbol display unit when the determined variation time has elapsed, and executes a special game in which a large prize opening game is performed in which a large prize opening provided in the game area is opened and closed when the special winning symbol is stopped and displayed on the special symbol display unit, A state setting means for setting a game state in which the conditions for the progress of the game are defined, Equipped with, The aforementioned game states include a normal state and a first easy-to-win state and a second easy-to-win state in which the movable means is more easily displaced to a state that makes it easier for the game ball to enter the starting area than in the normal state. The state setting means is, When the special winning symbol is stopped and displayed on the special symbol display unit and the opening and closing of the big prize slot is performed, the game state after the opening and closing of the big prize slot can be set to the first easy-to-win state. When the specified symbol is stopped and displayed on the special symbol display unit, the game state after the stopping display of the specified symbol can be set to the second easy-to-win state. The aforementioned special game execution means is: If the special winning symbol is determined in the second easy-to-win state, the variation time is set to a predetermined time. The predetermined time is characterized by being a time during which the normal game can be played multiple times, and the auxiliary game can be played multiple times.

[0007] The aforementioned special game execution means is: If the special winning pattern is determined in the first easy-to-win state, the variation time may be set to a time shorter than the predetermined time. [Effects of the Invention]

[0008] According to the present invention, the enjoyment of the game can be enhanced by introducing new gameplay mechanics. [Brief explanation of the drawing]

[0009] [Figure 1] This is a perspective view of a gaming machine showing the door of the first reference example in an open state. [Figure 2] This is a front view of a gaming machine relating to the first example. [Figure 3] This is a diagram illustrating the grand prize entry point related to the first example. [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 reference example. [Figure 5] This is the address map of the memory area used by the main CPU in the first example. [Figure 6] This diagram illustrates the special jackpot determination random number judgment table for the first example. [Figure 7] This diagram illustrates the special jackpot determination random number judgment table for the first reference example. [Figure 8] This diagram illustrates the random number generation table for determining the winning pattern in the first example. [Figure 9] This diagram illustrates the random number determination table for determining the reach group in the first example. [Figure 10] This diagram illustrates the random number determination table for determining the reach mode in the first example. [Figure 11] This figure illustrates the random number determination table for the variation pattern related to the first example. [Figure 12] This diagram illustrates the time variation determination table for the first reference example. [Figure 13] It is a diagram for explaining a special electric accessory operation ram set table according to the first reference example. [Figure 14] It is a diagram for explaining the opening / closing mode of the large 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 the game state after the end of a large role game according to the first reference example. [Figure 16] (a) is a diagram for explaining a general symbol hit determination random number determination table according to the first reference example, (b) is a diagram for explaining a general symbol determination random number determination table for a non-time shortening game state according to the first reference example, and (c) is a diagram for explaining a general symbol determination random number determination table for a time shortening game state according to the first reference example. [Figure 17] (a) is a diagram for explaining a general symbol variation time data table according to the first reference example, and (b) is a diagram for explaining an opening / closing control pattern table according to the first reference example. [Figure 18] It is a diagram for explaining a game machine state flag according to the first reference example. [Figure 19] It is the first flowchart for explaining the CPU initialization process in the main control board according to the first reference example. [Figure 20] It is the second flowchart for explaining the CPU initialization process in the main control board according to the first reference example. [Figure 21] It is a flowchart for explaining the subcommand group setting process in the main control board according to the first reference example. [Figure 22] It is a flowchart for explaining the power-off save process in the main control board according to the first reference example. [Figure 23] It is a flowchart for explaining the timer interrupt process in the main control board according to the first reference example. [Figure 24] It is a flowchart for explaining the setting-related process in the main control board according to the first reference example. [Figure 25] It is a flowchart for explaining the switch management process in the main control board according to the first reference example. [Figure 26]This is a flowchart illustrating the gate passage process in the main control board related to the first reference example. [Figure 27] This is a flowchart illustrating the first start port passage process in the main control board of the first reference example. [Figure 28] This is a flowchart illustrating the second start port passage process in the main control board of the first reference example. [Figure 29] This is a flowchart illustrating the process of acquiring special pattern random numbers in the main control board related to the first reference example. [Figure 30] This is a flowchart illustrating the performance determination process at the time of acquisition in the main control board related to the first reference example. [Figure 31] This is a flowchart illustrating the process of passing through a specific region in the main control board 300 according to the first reference example. [Figure 32] This diagram illustrates the special game management phase related to the first example. [Figure 33] This is a flowchart illustrating the special game management process in the main control board related to the first reference example. [Figure 34] This is a flowchart illustrating the special symbol variation waiting process in the main control board of the first reference example. [Figure 35] This is a flowchart illustrating the special symbol hit detection process in the main control board related to the first reference example. [Figure 36] This is a flowchart illustrating the special symbol variation number determination process in the main control board related to the first reference example. [Figure 37] This is a flowchart illustrating the special symbol variation processing in the main control board of the first reference example. [Figure 38] This is a flowchart illustrating the special symbol stop symbol display process in the main control board according to the first reference example. [Figure 39] This is a flowchart illustrating the variable state update process in the main control board related to the first reference example. [Figure 40] This is a flowchart illustrating the pre-processing for opening the large prize slot in the main control board of the first reference example. [Figure 41] This is a flowchart illustrating the opening and closing switching process for the main prize slot in the main control board of the first reference example. [Figure 42] This is a flowchart illustrating the control process for opening the main prize slot in the main control board of the first reference example. [Figure 43] This is a flowchart illustrating the process for effectively closing the large prize slot in the main control board of the first reference example. [Figure 44] This is a flowchart illustrating the large prize entry end-of-game wait processing in the main control board of the first reference example. [Figure 45] This diagram illustrates the normal game management phase related to the first reference example. [Figure 46] This is a flowchart illustrating the normal game management process in the main control board related to the first reference example. [Figure 47] This is a flowchart illustrating the normal pattern change waiting process in the main control board of the first reference example. [Figure 48] This is a flowchart illustrating the processing during normal pattern variation in the main control board according to the first reference example. [Figure 49] This is a flowchart illustrating the normal symbol stop symbol display process in the main control board according to the first reference example. [Figure 50] This is a flowchart illustrating the pre-processing for opening the ordinary electric prize entry slot in the main control board of the first reference example. [Figure 51] This is a flowchart illustrating the switching process for opening and closing the ordinary electric prize slot in the main control board of the first reference example. [Figure 52] This is a flowchart illustrating the control process for opening the ordinary electric prize winning slot in the main control board of the first reference example. [Figure 53] This is a flowchart illustrating the process for closing the ordinary electric prize entry slot in the main control board of the first reference example. [Figure 54] This is a flowchart illustrating the normal electric prize entry point end-of-wait processing in the main control board of the first reference example. [Figure 55]This diagram illustrates the random number determination table for the jackpot in the second example. [Figure 56] This diagram illustrates the random number generation table for determining the winning pattern in the second example. [Figure 57] This is a diagram illustrating the special electric mechanism operation ram set table related to the second reference example. [Figure 58] This diagram illustrates a game state setting table for setting the game state after the completion of a major game in the second reference example. [Figure 59] (a) is a diagram illustrating the random number determination table for determining a normal symbol win in a non-time-saving game state according to the second reference example, (b) is a diagram illustrating the random number determination table for determining a normal symbol win in a time-saving game state according to the second reference example, and (c) is a diagram illustrating the random number determination table for determining a normal symbol according to the second reference example. [Figure 60] (a) is a diagram illustrating the data table for the normal symbol variation time for the non-time-saving game state according to the second reference example, (b) is a diagram illustrating the data table for the normal symbol variation time for the time-saving game state according to the second reference example, and (c) is a diagram illustrating the opening and closing control pattern table according to the second reference example. [Figure 61] This diagram illustrates the random number determination table for minor wins related to the third example. [Figure 62] This is a diagram illustrating the game state according to the first embodiment. [Figure 63] This figure illustrates the random number generation table for determining winning patterns according to the first embodiment. [Figure 64] This is a diagram illustrating a special electric motor operating ramset table according to the first embodiment. [Figure 65] This diagram illustrates a game state setting table for setting the game state after the completion of a major game according to the first embodiment. [Figure 66] This is a diagram illustrating the game flow according to the first embodiment. [Figure 67] This diagram illustrates the table transition information related to the first embodiment. [Figure 68] 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 69] This is a flowchart illustrating the state setting process in the main control board according to the first embodiment. [Figure 70] This figure illustrates the random number determination table for the winning pattern according to the first modified example of the first embodiment. [Figure 71] This figure illustrates a game state setting table for setting the game state after the completion of a major game according to the first modified example of the first embodiment. [Figure 72] This diagram illustrates the game flow according to the first modified example of the first embodiment. [Figure 73] This figure illustrates the random number generation table for determining winning patterns according to a second modified example of the first embodiment. [Figure 74] This figure illustrates the game state according to a second modified example of the first embodiment. [Figure 75] This figure illustrates a game state setting table for setting the game state after the completion of a major game, according to a second modified example of the first embodiment. [Figure 76] This diagram illustrates the game flow according to a second modified example of the first embodiment. [Figure 77] This figure illustrates a game state setting table for setting the game state after the completion of a major game, according to a third modified example of the first embodiment. [Figure 78] This diagram illustrates the game flow according to a third modified example of the first embodiment. [Figure 79] This figure illustrates the jackpot determination random number judgment table according to the fourth modified example of the first embodiment. [Figure 80] This figure illustrates the random number determination table for the winning pattern according to the fourth modified example of the first embodiment. [Figure 81] This figure illustrates a special electric motor operating ramset table according to a fourth modified example of the first embodiment. [Figure 82](a) is a diagram illustrating a data table for normal symbol variation time for normal states according to a fourth modification of the first embodiment, (b) is a diagram illustrating a data table for normal symbol variation time for other game states according to a fourth modification of the first embodiment, and (c) is a diagram illustrating an opening / closing control pattern table according to a fourth modification of the first embodiment. [Figure 83] This diagram illustrates the game state according to the fourth modified example of the first embodiment. [Figure 84] This is the first figure illustrating a game state setting table for setting the game state after the completion of a major game, according to the fourth modified example of the first embodiment. [Figure 85] This is the second figure illustrating a game state setting table for setting the game state after the completion of a major game, according to the fourth modified example of the first embodiment. [Figure 86] This diagram illustrates the game flow according to a fourth modified example of the first embodiment. [Figure 87] This is a flowchart illustrating the special symbol stop symbol display process in the main control board according to the fourth modified example of the first embodiment. [Figure 88] This is a flowchart illustrating the game state change process in the main control board according to the fourth modified example of the first embodiment. [Figure 89] This is the first figure illustrating a game state setting table for setting the game state after the completion of a major game, according to a fifth modified example of the first embodiment. [Figure 90] This is the second figure illustrating a game state setting table for setting the game state after the completion of a major game, according to the fifth modified example of the first embodiment. [Figure 91] This diagram illustrates the game flow according to a fifth modified example of the first embodiment. [Figure 92] This is the first figure illustrating a game state setting table for setting the game state after the completion of a major game, according to the sixth modified example of the first embodiment. [Figure 93] This is the second figure illustrating a game state setting table for setting the game state after the completion of a major game, according to the sixth modified example of the first embodiment. [Figure 94]This diagram illustrates the game flow according to the sixth modified example of the first embodiment. [Figure 95] This diagram illustrates the game state according to the seventh modified example of the first embodiment. [Figure 96] (a) is a diagram illustrating the data table for normal symbol variation time for normal state and slightly shortened state according to the seventh modification of the first embodiment, (b) is a diagram illustrating the data table for normal symbol variation time for other game states according to the seventh modification of the first embodiment, and (c) is a diagram illustrating the opening and closing control pattern table according to the seventh modification of the first embodiment. [Figure 97] This figure illustrates a game state setting table for setting the game state after the completion of a major game, according to the seventh modified example of the first embodiment. [Figure 98] This diagram illustrates the game flow according to the seventh modified example of the first embodiment. [Figure 99] This is the first diagram illustrating the first example of the performance. [Figure 100] This is the second diagram illustrating the first example of the performance. [Figure 101] This is a flowchart illustrating the process of receiving an ending specification command on the sub-control board related to the first performance example. [Figure 102] This is a diagram illustrating the second example of the production. [Figure 103] This is a flowchart illustrating the process of receiving an ending specification command on the sub-control board related to the second performance example. [Figure 104] This is a diagram illustrating the third example of a performance. [Figure 105] This is a flowchart illustrating the process of receiving an ending specification command on the sub-control board related to the third performance example. [Figure 106] This is the first diagram illustrating the fourth example of the performance. [Figure 107] This is the second diagram illustrating the fourth example of the performance. [Figure 108] This is a flowchart illustrating the process of receiving an ending specification command on the sub-control board related to the fourth performance example. [Figure 109]This figure illustrates the random number determination table for jackpots according to the second embodiment. [Figure 110] This figure illustrates the random number generation table for determining winning patterns according to the second embodiment. [Figure 111] This is a diagram illustrating a special electric motor operating ramset table according to the second embodiment. [Figure 112] (a) is a diagram illustrating the random number determination table for determining the normal symbol according to the second embodiment, (b) is a diagram illustrating the random number determination table for determining the normal symbol for the normal state according to the second embodiment, (c) is a diagram illustrating the random number determination table for determining the normal symbol for the time-saving state and the 1st to 3rd easy winning state according to the second embodiment, and (d) is a diagram illustrating the random number determination table for determining the normal symbol for the 4th easy winning state according to the second embodiment. [Figure 113] This is a diagram illustrating the game state according to the second embodiment. [Figure 114] This diagram illustrates a game state setting table for setting the game state after the completion of a major game according to the second embodiment. [Figure 115] This is a diagram illustrating the game flow according to the second embodiment. [Figure 116] This diagram illustrates the relationship between the game state, opening time, and ending time according to the second embodiment. [Figure 117] This figure illustrates an example of an ending sequence according to the second embodiment. [Figure 118] This figure illustrates an example of a result presentation according to the second embodiment. [Figure 119] This is a flowchart illustrating the normal pattern change waiting process in the main control board according to the second embodiment. [Figure 120] This is a flowchart illustrating the normal symbol stop symbol display process in the main control board according to the second embodiment. [Figure 121] This is a flowchart illustrating the opening specification command reception process in the sub-control board according to the second embodiment. [Figure 122] This is a flowchart illustrating the process of receiving an ending specification command in the sub-control board according to the second embodiment. [Figure 123] This is a flowchart illustrating the process of receiving a graph change command in the sub-control board according to the second embodiment. [Figure 124] This figure illustrates a random number generation table for determining winning patterns according to a modified example of the second embodiment. [Figure 125] This figure illustrates a special electric motor operating ramset table according to a modified example of the second embodiment. [Figure 126] This figure illustrates the game state according to a modified example of the second embodiment. [Figure 127] This figure illustrates a game state setting table for setting the game state after the completion of a major game, according to a modified example of the second embodiment. [Figure 128] (a) is a diagram illustrating the variation time of the second embodiment, and (b) is a diagram illustrating the game state which is referred to as the game state at the time of winning. [Figure 129] This diagram illustrates the game flow according to a modified example of the second embodiment. [Figure 130] This is a flowchart illustrating the normal electric prize entry point end-of-wait processing in the main control board according to a modified example of the second embodiment. [Figure 131] This is the first figure illustrating the winning symbol random number determination table according to the third embodiment. [Figure 132] This is the second figure illustrating the random number determination table for the winning pattern according to the third embodiment. [Figure 133] This is a diagram illustrating a special electric motor operating ramset table according to the third embodiment. [Figure 134](a) is a diagram illustrating the random number determination table for determining the normal symbol according to the third embodiment, (b) is a diagram illustrating the random number determination table for determining the normal symbol for the normal state according to the third embodiment, (c) is a diagram illustrating the random number determination table for determining the normal symbol for the first easy-to-win state according to the third embodiment, (d) is a diagram illustrating the random number determination table for determining the normal symbol for the second easy-to-win state according to the third embodiment, (e) is a diagram illustrating the random number determination table for determining the normal symbol for the third easy-to-win state according to the third embodiment, (f) is a diagram illustrating the random number determination table for determining the normal symbol for the fourth easy-to-win state according to the third embodiment, and (g) is a diagram illustrating the random number determination table for determining the normal symbol for the upper easy-to-win state according to the third embodiment. [Figure 135] This is a diagram illustrating the game state according to the third embodiment. [Figure 136] This is the first diagram illustrating a game state setting table for setting the game state after the completion of a major game according to the third embodiment. [Figure 137] This is the second figure illustrating a game state setting table for setting the game state after the completion of a major game according to the third embodiment. [Figure 138] This diagram illustrates the state transition probabilities for each easy-to-win state in the third embodiment. [Figure 139] This diagram illustrates the degree of advantage of the state in which lower-ranking prizes are easily awarded according to the third embodiment. [Figure 140] This is a diagram illustrating the game flow according to the third embodiment. [Figure 141] This is a flowchart illustrating the normal pattern change waiting process in the main control board according to the third embodiment. [Figure 142] This is a flowchart illustrating the state change process in the main control board according to the third embodiment. [Figure 143] This is a flowchart illustrating the normal electric prize entry point end-of-wait processing in the main control board according to the third embodiment. [Figure 144] This is a diagram illustrating the reach development animation according to the third embodiment. [Figure 145] This diagram illustrates the performance mode according to the third embodiment. [Figure 146] This diagram illustrates the presentation during the state where lower-ranking prizes are easily awarded, according to the third embodiment. [Figure 147] This diagram explains the display area for the performance mode, the character indicating the game type, and the icon indicating the probability. [Figure 148] This is a flowchart illustrating the game state change specification command reception process in the sub-control board according to the third embodiment. [Figure 149] (a) is a diagram illustrating the random number determination table for determining the normal symbol according to the fourth embodiment, (b) is a diagram illustrating the random number determination table for determining the normal symbol for the normal state according to the fourth embodiment, (c) is a diagram illustrating the random number determination table for determining the normal symbol for the state where the 1st, 3rd, and 4th prizes are easy according to the fourth embodiment, (d) is a diagram illustrating the random number determination table for determining the normal symbol for the state where the 2nd prize is easy according to the fourth embodiment, (e) is a diagram illustrating the random number determination table for determining the normal symbol for the 1G consecutive state according to the fourth embodiment, and (f) is a diagram illustrating the random number determination table for determining the normal symbol for the state where the upper prize is easy according to the fourth embodiment. [Figure 150] This is a diagram illustrating the game state according to the fourth embodiment. [Figure 151] This is the first diagram illustrating a game state setting table for setting the game state after the completion of a major game according to the fourth embodiment. [Figure 152] This is the second figure illustrating a game state setting table for setting the game state after the completion of a major game according to the fourth embodiment. [Figure 153] This figure illustrates the state transition probabilities for each easy-to-win state according to the fourth embodiment. [Figure 154] This diagram illustrates the degree of advantage of the lower-ranking prize-winning condition according to the fourth embodiment. [Figure 155] This is a diagram illustrating the game flow according to the fourth embodiment. [Figure 156] This figure illustrates the game state according to the first modified example of the fourth embodiment. [Figure 157] This diagram illustrates the game flow according to the first modified example of the fourth embodiment. [Figure 158]This diagram illustrates the game flow according to a second modified example of the fourth embodiment. [Figure 159] This figure illustrates the character of the performance according to a modified example of the fourth embodiment. [Figure 160] This figure illustrates an example of a performance according to a modified version of the fourth embodiment. [Figure 161] (a) is a diagram illustrating the random number determination table for determining the normal symbol according to the fifth embodiment, (b) is a diagram illustrating the random number determination table for determining the normal symbol for the normal state according to the fifth embodiment, (c) is a diagram illustrating the random number determination table for determining the normal symbol for the first easy-to-win state according to the fifth embodiment, (d) is a diagram illustrating the random number determination table for determining the normal symbol for the second and third easy-to-win states according to the fifth embodiment, (e) is a diagram illustrating the random number determination table for determining the normal symbol for the fourth easy-to-win state according to the fifth embodiment, (f) is a diagram illustrating the random number determination table for determining the normal symbol for 1G consecutive states A and B according to the fifth embodiment, and (g) is a diagram illustrating the random number determination table for determining the normal symbol for a specific easy-to-win state according to the fifth embodiment. [Figure 162] This is a diagram illustrating the game state according to the fifth embodiment. [Figure 163] This is the first diagram illustrating a game state setting table for setting the game state after the completion of a major game according to the fifth embodiment. [Figure 164] This is the second figure illustrating a game state setting table for setting the game state after the completion of a major game according to the fifth embodiment. [Figure 165] This diagram illustrates the degree of advantage of the state that makes it easy to win lower prizes according to the fifth embodiment. [Figure 166] This is a diagram illustrating the game flow according to the fifth embodiment. [Figure 167] This figure illustrates the jackpot determination random number judgment table for the special application 2 according to the sixth embodiment. [Figure 168] This figure illustrates the random number generation table for determining the winning pattern according to the sixth embodiment. [Figure 169] This is a diagram illustrating a special electric motor operating ramset table according to the sixth embodiment. [Figure 170]This figure illustrates a game state setting table for setting the game state after the completion of a major game according to the sixth embodiment. [Figure 171] (a) is a diagram illustrating the random number determination table for determining the normal symbol according to the sixth embodiment, (b) is a diagram illustrating the random number determination table for determining the normal symbol for the normal state according to the sixth embodiment, (c) is a diagram illustrating the random number determination table for determining the normal symbol for the first easy-to-win state according to the sixth embodiment, and (d) is a diagram illustrating the random number determination table for determining the normal symbol for the second easy-to-win state according to the sixth embodiment. [Figure 172] (a) is a diagram illustrating the normal pattern variation time data table according to the sixth embodiment, and (b) is a diagram illustrating the opening / closing control pattern table according to the sixth embodiment. [Figure 173] This diagram illustrates the special 2 variation time and general variation time for each game state according to the sixth embodiment. [Figure 174] This is a diagram illustrating the game flow according to the sixth embodiment. [Figure 175] This is a flowchart illustrating the normal symbol stop symbol display process in the main control board according to the sixth embodiment. [Modes for carrying out the invention]

[0010] 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.

[0011] To facilitate understanding of the embodiments of the present invention, first, as reference examples, the mechanical and electrical configurations of well-known gaming machines and the specific processing on each circuit board will be described. Then, several embodiments of the present invention will be described in detail, showing configurations that differ from the reference examples.

[0012] <First reference example> The gaming machine relating to the first reference example is a Type 1 and Type 2 mixed machine, and possesses the gameplay characteristics of a so-called general-purpose ST machine.

[0013] Figure 1 is a perspective view of a gaming machine 100 according to the first reference example, showing the door in an open state. As shown in the figure, the gaming machine 100 comprises an outer frame 102 in which a surrounding space is formed by four sides arranged in a roughly rectangular shape, an inner frame 104 attached to the outer frame 102 so as to be openable and closable by a hinge mechanism, and a front frame 106 attached to the inner frame 104 so as to be openable and closable by a hinge mechanism.

[0014] 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.

[0015] Figure 2 is a front view of a gaming machine 100 according to the first reference example. As shown in this figure, an operating handle 112 is provided at the lower part of the front frame 106, protruding towards the front of the gaming machine 100. This operating handle 112 is designed to be rotatable by the player, and when the player rotates the operating handle 112 to perform a 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.

[0016] 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.

[0017] 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.

[0018] Furthermore, the game area 116 is provided with a general prize entry point 118, a first start entry point 120, and a second start entry point 122 into which game balls can be entered. When a game ball enters one of these general prize entry points 118, the first start entry point 120, or the second start entry point 122, a predetermined number of prize balls are dispensed to the player. The number of prize balls dispensed can be any number, one or more, and the number of prize balls dispensed from each of the general prize entry point 118, the first start entry point 120, and the second start entry point 122 may be different or the same. In this case, it is also possible to set the number of prize balls dispensed when a game ball enters the first start entry point 120 to be less than the number of prize balls dispensed when a game ball enters the second start entry point 122.

[0019] 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.

[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. Here, the movable piece 122b is assumed to be retracted into the back 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] The specific configuration of the second starting port 122 and the movable piece 122b is not particularly limited. In any case, the state in which it is easy for the game ball to enter the second starting area is called the "open state" (or "open position"), and the state in which it is difficult for the ball to enter is called the "closed state" (or "closed position"). The second starting port 122 and the movable piece 122b only need to be configured to be displaceable to the "open state" in which it is easy for the game ball to enter the second starting area.

[0026] Furthermore, a large prize opening 128 is provided in the game area 116. The large prize opening 128 is positioned so that game balls flowing down at least the second game area 116b can enter it. In addition, a movable piece 128b is provided in the large prize opening 128 so as to be able to open and close. Normally, the movable piece 128b closes the large prize opening 128, making it impossible for game balls to enter the large prize opening 128. However, when the aforementioned small prize game and large prize game are performed, the movable piece 128b opens and functions as a receiving tray, making it possible for game balls to enter the large prize opening 128. When a game ball enters the large prize opening 128, a predetermined amount of prize balls is dispensed to the player. A large prize area is provided in the large prize opening 128, and a predetermined amount of prize balls is dispensed when a game ball enters the large prize area. In other words, it can be said that the area for big wins opens and closes during games with big wins or small wins.

[0027] Figure 3 is a diagram illustrating the large prize opening 128 according to the first reference example. 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 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 large prize opening 128.

[0028] 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.

[0029] 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 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 from the hole in the game board 108, closing the 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 from the hole in the game board 108, and the major prize opening 128 is opened. In this state, when the major prize opening 128 is open, game balls enter the major prize opening 128.

[0030] Furthermore, an outlet passage 128d is provided inside the large prize opening 128, and the large prize opening 128 is inclined so that game balls that enter the 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 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.

[0031] Furthermore, the large prize opening 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 small prize game, it results in a big win (two types of big wins), and the aforementioned big prize game begins.

[0032] 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 points 118, the first start point 120, the second start point 122, or the big prize entry point 128 from the game area 116 to the back side of the game board 108.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] The directional pad 209 consists of four buttons—up, down, left, and right—that accept 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.

[0040] 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.

[0041] 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.

[0042] (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 reference example.

[0043] 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.

[0044] The first example of the gaming machine 100 is broadly divided into two types: 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 regular 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 regular game, as well as data and tables necessary for each type of game.

[0045] The main control board 300 is connected to the following switches: a general prize entry detection switch 118s for detecting when a game ball enters the general prize entry

[0046] Furthermore, a confluence passage is provided on the back of the game board 108, and game balls that enter the general prize entry point 118, the first start entry point 120, the second start entry point 122, and the large prize entry point 128, respectively, and game balls that are guided to the back side from the discharge point 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.

[0047] 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 large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided inside the large prize opening 128. The main control board 300 controls the opening and closing of the second start opening 122, the large prize opening 128, and the specific area 140.

[0048] 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.

[0049] 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.

[0050] 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 values. As will be explained in more detail later, in the first example game machine 100, one of six setting values ​​with different levels of advantage is stored as a registered setting value in the setting value buffer, and the game proceeds according to the stored registered setting value.

[0051] 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.

[0052] 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.

[0053] Furthermore, the main control board 300 is connected to the dispensing control board 310 and the sub-control board 330.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] Figure 5 shows the address map of the memory area used by the main CPU 300a in the first reference example. 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).

[0064] 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).

[0065] 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).

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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).

[0070] 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.

[0071] Furthermore, in addition to the used and unused memory areas, the main RAM300c also includes unused areas (F200H~F20FH) and unused areas (F229H~F3FFH).

[0072] 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.

[0073] 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.

[0074] 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.

[0075] Next, we will explain the gameplay in the first example amusement machine 100, along with the various tables stored in the main ROM 300b.

[0076] As mentioned above, the first reference example gaming machine 100 has two types of games, special games and regular games, that proceed in parallel, and the game proceeds in either a non-time-saving game state or a time-saving game state when both games are in progress.

[0077] 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.

[0078] 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 Big Prize Opening 128 is opened and a Big Prize game or Small Prize game is executed, allowing game balls to enter the 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.

[0079] As will be explained in more detail later, when a game ball enters the first start port 120 or the second start port 122, various random values ​​related to the big prize lottery (jackpot determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variation pattern random number) are acquired, and each of these random values ​​is stored in the special symbol reserve memory area of ​​the main RAM 300c. Hereafter, the various random numbers stored in the special symbol reserve memory area when a game ball enters the first start port 120 will be collectively referred to as Special 1 Reserve, and the various random numbers stored in the special symbol reserve memory area when a game ball enters the second start port 122 will be collectively referred to as Special 2 Reserve.

[0080] The main RAM 300c's special symbol hold memory area comprises a first special symbol hold memory area and a second special symbol hold memory area. The first and second special symbol hold memory areas each have four memory units (first to fourth memory units). When a game ball enters the first start port 120, special symbol 1 hold is stored sequentially starting from the first memory unit of the first special symbol hold memory area, and when a game ball enters the second start port 122, special symbol 2 hold is stored sequentially starting from the first memory unit of the second special symbol hold memory area.

[0081] For example, when a game ball enters the first start opening 120, if no hold is stored in any of the first to fourth memory units of the first special symbol hold memory area, special hold 1 is stored in the first memory unit. Also, for example, if special hold 1 is stored in the first to third memory units, and a game ball enters the first start opening 120, special hold 1 is stored in the fourth memory unit. Similarly, when a game ball enters the second start opening 122, special hold 2 is stored in the memory unit with the smallest number (ordinal number) among the first to fourth memory units of the second special symbol hold memory area, provided that special hold 2 is not already stored in that unit.

[0082] However, the number of special 1 reserves (X1) that can be stored in the first special reserve memory area is set to 4, and the number of special 2 reserves (X2) that can be stored in the second special reserve memory area is set to 4. Therefore, for example, when a game ball enters the first start opening 120, if 4 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 4 special 2 reserves are already stored in the second special reserve memory area, no new special 2 reserves will be stored as a result of the game ball entering the second start opening 122.

[0083] Figure 6 is a diagram illustrating the special jackpot determination random number judgment table for the first reference example. When a game ball enters the first starting port 120 or the second starting port 122, one jackpot determination random number is obtained from the range of 0 to 65535. Then, when the jackpot lottery is started, that is, when the jackpot is determined, a jackpot determination random number judgment table is selected according to the game state, and the jackpot lottery is performed using the selected jackpot determination random number judgment table and the obtained jackpot determination random number.

[0084] When initiating a major prize draw for a Special 1 reserved ball, the Special 1 jackpot determination random number judgment table is referenced. In the first example, six different setting values ​​with varying 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).

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] 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.

[0091] Figure 7 is a diagram illustrating the random number determination table for special 2 jackpots in the first reference example. When starting a jackpot lottery for special 2 reserved balls, the random number determination table for special 2 jackpots is referenced. The random number determination table for special 2 jackpots is also provided for each setting value, similar to the random number determination table for special 1 jackpots.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] Figure 8 is a diagram illustrating the winning symbol random number determination table for the first reference example. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is obtained from the range of 0 to 99. Then, 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 b 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 c 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.

[0096] According to the special symbol random number determination table a for special 1 shown in Figure 8(a), and the special symbol random number determination table b for special 2 shown in Figure 8(b), the 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 c 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.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] Figure 9 is a diagram illustrating the random number determination table for determining the reach group in the first reference example. Multiple such random number determination tables are provided, and a pre-set table is selected according to the type of hold, the number of holds, the game state, the fluctuation state associated with the game state, etc. When a game ball enters the first start port 120 or the second start port 122, one random number for determining the reach group is obtained from within the range of 0 to 10006. As described above, once the result of the big win lottery is derived, a process is performed to determine the fluctuation performance pattern that notifies the big win lottery result. In the first reference example, when the big win lottery result is "miss," the group type is first determined by the random number for determining the reach group and the random number determination table for determining the reach group when determining the fluctuation performance pattern. The fluctuation state is a concept set separately from the game state, which specifies which table is referred to when determining the fluctuation performance pattern.

[0101] 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.

[0102] 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.

[0103] 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."

[0104] Figure 10 illustrates the random number determination table for determining the reach mode in the first reference example. This random number determination table for determining the reach mode is broadly divided into three types: a random number determination table for determining the reach mode when the big role lottery result is a "miss," a random number determination table for determining the reach mode when the big role lottery result is a "jackpot," and a random number determination table for determining the reach mode when the big role lottery result is a "minor win." The random number determination table for determining the reach mode when 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.

[0105] 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).

[0106] 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.

[0107] 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.

[0108] Furthermore, in each reach mode determination random number judgment table, the reach mode determination random number is associated with the variation pattern random number judgment table, which will be described later, along with the variation mode number. 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 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 reference example, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. In the following, "H" will be added when indicating a hexadecimal number, but "○○H" in Figures 10 to 12 indicates an arbitrary value expressed in hexadecimal.

[0109] 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).

[0110] 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.

[0111] Figure 11 illustrates the variable pattern random number determination table for the first reference example. 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.

[0112] 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.

[0113] 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.

[0114] Figure 12 is a diagram illustrating the variation time determination table for the first reference example. 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.

[0115] 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.

[0116] 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.

[0117] Figure 13 is a diagram illustrating the special electric mechanism operation ramset table for the first reference example. This special electric mechanism operation ramset table stores various data for controlling big win games or small win games. During big win games and small win games, the large prize slot solenoid 128c is energized by referring to this special electric mechanism operation ramset table. In reality, multiple special electric mechanism operation ramset tables are provided for each type of special symbol (big win symbol and small win symbol), and the corresponding table is set at the start of a big win game or small win game according to the determined type of special symbol. However, for the sake of explanation, all the control data for special symbols is shown in one table here.

[0118] 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, as shown in Figure 13, an opening and closing process is executed to control the opening and closing of the large prize opening 128 in a predetermined opening and closing pattern by referring to the special electric mechanism operation ramset table. The jackpot game and the minor jackpot game consist of multiple rounds in which the large prize opening 128 is opened and closed a predetermined number of times.

[0119] According to this special electric mechanism operation ramset table, the following are pre-stored as control data for the big win game or small win game, for each type of big win symbol and small win symbol, as shown in the figure: opening time (waiting time until the first round of gameplay begins), maximum number of special electric mechanism operations (number of rounds of gameplay performed during one big win game or small win game), number of special electric mechanism opening / closing switches (number of times the big prize slot 128 is opened during one round of gameplay), solenoid energizing time (energizing time of the big prize slot solenoid 128c for each number of times the big prize slot 128 is opened, i.e., the opening time of one big win slot 128), specified number (maximum number of prizes that can be won into the big prize slot 128 in one round of gameplay), big prize slot closure effective time (closing time of the big prize slot 128 between rounds of gameplay, i.e., interval time between rounds), and ending time (waiting time from the end of the last round of gameplay until the normal special gameplay resumes).

[0120] In the first example, if special symbols A and B, which are the winning symbols, are determined, a special game consisting of 5 rounds is played in both cases. If special symbols C and D are determined, a special game consisting of 10 rounds is played. Each round ends when a specified number (8 balls) of game balls enter the large prize slot 128, or when a predetermined time (29.0 seconds in this case) has elapsed since the large prize slot 128 opened.

[0121] 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 large prize slot 128 is repeatedly performed. Specifically, in the minor win game, the large prize slot 128 opens for 0.15 seconds and closes for 2.0 seconds 10 times. In the first reference example, the prescribed number of 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 large prize slot 128.

[0122] In this example, if the game is played correctly, the game is configured so that the specified number of game balls will reliably enter the large prize slot 128. However, the opening and closing times of the large prize slot 128, as well as the number of times the large prize slot 128 is opened, are not particularly limited. Also, in the first example, the specified number of 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 large prize slot 128.

[0123] Here, inside the large prize opening 128, there are specific areas 140 and non-specific areas 141, and any game ball that enters the large prize opening 128 will always enter either the specific area 140 or the non-specific area 141. Then, in a minor win game, if a game ball that enters the large prize opening 128 enters the specific area 140, a type 2 jackpot is won, and following the minor win game, a major prize game is executed in which the large prize opening 128 is opened. In this major prize game, round games are played 9 times (2R to 10R).

[0124] Figure 14 illustrates the opening and closing modes of the main prize opening 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 main prize opening 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 main prize opening 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.

[0125] Specifically, as shown in Figure 14, when special symbol a is determined and a minor win game is played, the large prize slot 128 is opened a total of 10 times during the minor win game. Therefore, while a game ball that enters the large prize slot 128 at the same time as the first opening of the large prize slot 128 may not be able to enter the specific area 140, a game ball that enters the large prize slot 128 during the second and subsequent openings of the large prize slot 128 can reliably enter the specific area 140.

[0126] Furthermore, if unforeseen circumstances occur, such as a game ball becoming jammed in the large prize opening 128, or a game ball remaining in the 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. 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 the progress of the game and that no unforeseen circumstances have occurred, and does not mean a physical 100%.

[0127] Figure 15 illustrates a game state setting table for setting the game state after the completion of a major win game in the first reference example. In the first reference example, 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 state is set to a time-saving game state after the completion of the major win game.

[0128] Furthermore, when the game state is set to a 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 reference example, "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, it 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.

[0129] 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 fluctuations (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 fluctuations, and the number of special 1 fluctuations. Here, the time-saving termination conditions are common when special symbol A or special symbol C is 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. Furthermore, even if the special symbol that triggered the major win is the same, the system may be configured to control the time-saving game state with different time-saving termination conditions depending on the difference in the reference timing of the game state, etc., when the fluctuation display of the special symbol that triggered the major win was performed.

[0130] 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.

[0131] 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.

[0132] 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 or S are won in the non-time-saving game state. Thus, in the first reference example, 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.

[0133] 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.

[0134] 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.

[0135] 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.

[0136] 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.

[0137] When any one of the above time-saving termination conditions is met, the currently set time-saving game state ends and the game state changes to a non-time-saving game state. Note that the above time-saving termination conditions are examples of termination conditions used in the first reference example, and the control content and numerical values ​​of the conditions may be changed as appropriate within the scope that does not change the gameplay. For example, the number of normal symbol variations is a termination condition based on the number of times the normal symbols vary, but in the first reference example, since the variation display of the normal symbols 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 configured to end by counting the number of times the normal electric mechanism solenoid 122c operates as the number of normal electric mechanism operations, rather than 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 time, considering the possibility that passage to the specific area 140 during the small win game may not occur due to a launch failure.

[0138] Figure 16(a) is a diagram illustrating the random number determination table for determining the normal symbol for the first reference example, Figure 16(b) is a diagram illustrating the random number determination table for determining the normal symbol for the non-time-saving game state for the first reference example, and Figure 16(c) is a diagram illustrating the random number determination table for determining the normal symbol for the second time-saving game state for the first reference example. When a game ball flowing down the game area 116 passes through the gate 124, a determination process for determining the winning type (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.

[0139] 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.

[0140] 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.

[0141] 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.

[0142] 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.

[0143] 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.

[0144] 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%.

[0145] 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.

[0146] 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.

[0147] Figure 17(a) is a diagram illustrating the data table for the normal symbol variation time related to the first reference example, and Figure 17(b) is a diagram illustrating the opening and closing control pattern table related to the first reference example. As described above, when a normal symbol lottery is held, the variation time of the normal symbol is determined. The data table for the normal symbol variation time 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 data table for the normal symbol variation time, 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.

[0148] 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.

[0149] 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.

[0150] 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).

[0151] 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 four game balls into the second start port 122 during one auxiliary game. Note that the specified number is set to eight, and when eight game balls enter the second start port 122 during the auxiliary game, the auxiliary game ends.

[0152] Here, four special 2 reserves can be stored, and the number of 2 start slots 122 is set to four. Therefore, by winning with the regular symbol L once, five big prize draws based on the special 2 reserves can be performed. In this case, since the big prize draw based on the special 2 reserves always results in a big win or a small win, winning with the regular symbol L once results in five big wins or small wins.

[0153] However, for example, the number of special reserves for Special 2 may be set to 0, and the specified number for the second start port 122 may be set to 1. In this case, when the regular symbol L is won once, a major prize lottery based on special reserves for Special 2 can be performed once (only for the immediate spin), resulting in a unique gameplay experience.

[0154] 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.

[0155] 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.

[0156] Next, we will explain the main processing of the main control board 300 in the gaming machine 100 according to the first reference example as the game progresses.

[0157] Figure 18 is a diagram illustrating the game machine status flags in the first reference example. In the main control board 300, whether or not the game is in a state where it can proceed is managed by the game machine status flags. The game machine status flags are set to one of six flag values ​​from 00H to 05H. A flag value of 00H indicates that the game is playable. When the game machine status flag is 00H, the game is controlled to proceed, and when the game machine status flag is anything other than 00H, the game is stopped.

[0158] 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.

[0159] (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 reference example, and Figure 20 is a second flowchart illustrating the CPU initialization process in the main control board 300 according to the first reference example.

[0160] 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).

[0161] (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.

[0162] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.

[0163] (Step S100-5) The main CPU 300a determines whether it has detected a power-off warning signal. The main control board 300 is provided with a power-off detection circuit. When the power supply voltage becomes below a predetermined value, a power-off warning signal is output from the power-off detection circuit. If the power-off warning signal is detected, the process proceeds to step S100-3 above. If the power-off warning signal is not detected, the process proceeds to step S100-7.

[0164] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 above has elapsed. As a result, if it is determined that the wait time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5 above.

[0165] (Step S100-9) The main CPU 300a executes the processes necessary to permit access to the main RAM 300c.

[0166] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine state flag before power-off into the D register.

[0167] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum saved at the time of power-off, and also whether the backup flag is normal. As a result, if it is determined that the backup flag and the checksum are normal, the process proceeds to step S100-15. If it is determined that either one or both are not normal, the process proceeds to step S100-25.

[0168] (Step S100-15) The main CPU 300a sets an address that does not include the set value and the gaming machine status flag at the start address of the area to be cleared in the main RAM 300c.

[0169] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal is input from the RAM clear switch 182s (whether the RAM clear button is pressed). As a result, if it is determined that the RAM clear operation signal is input, the process proceeds to step S100-31, and if it is determined that the RAM clear operation signal is not input, the process proceeds to step S100-19.

[0170] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine status flag loaded in step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. As a result, if it is determined that all three conditions are satisfied, the process proceeds to step S100-21, and if it is determined that any one of the three conditions is not satisfied, the process proceeds to step S100-23.

[0171] (Step S100-21) The main CPU 300a sets 02H (setting confirmation state) in the gaming machine status flag. That is, when the middle frame 104 is open, the setting change switch 180s is on, and the power is normally turned on without the RAM clear button being pressed, the setting confirmation state is entered.

[0172] (Step S100-23) The main CPU 300a executes an initialization process to clear the area to be cleared at power-on, which is the area after the start address set in step S100-15 in the main RAM 300c, and the process proceeds to step S100-49.

[0173] (Step S100-25) The main CPU 300a sets the D register to 05H (checksum error state).

[0174] (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.

[0175] (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.

[0176] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the area being used.

[0177] (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.

[0178] (Step S100-35) The main CPU 300a sets the D register to 04H (RWM abnormal state) and moves processing to step S100-45.

[0179] (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.

[0180] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.

[0181] (Step S100-41) The main CPU 300a determines whether the setting change condition is satisfied. As a result, if it is determined that the setting change condition is satisfied, the process proceeds to step S100-43, and if it is determined that the setting change condition is not satisfied, the process proceeds to step S100-45. Here, the setting change condition at least includes that the setting change switch 180s is on, the middle frame 104 is open, and a RAM clear operation signal is input from the RAM clear switch 182s.

[0182] (Step S100-43) The main CPU 300a sets 01H (setting change state) in the D register.

[0183] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine state flag.

[0184] [[ID=2l]] (Step S100-47) The main CPU 300a executes an initialization process to clear the clear target at the time of RAM clear in the main RAM 300c, and the process proceeds to step S100-49.

[0185] (Step S100-49) The main CPU 300a performs a transmission process (stores the RAM clear designation command in the transmission buffer) of a payout command (RAM clear designation command) for transmitting to the payout control board 310 that the main RAM 300c has been cleared.

[0186] (Step S100-51) The main CPU 300a loads the game machine state flag.

[0187] (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.

[0188] (Step S110) The main CPU 300a performs the subcommand set processing. This subcommand set processing will be explained later.

[0189] (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.

[0190] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0191] (Step S100-59) The main CPU 300a performs the process to disable interrupts.

[0192] (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.

[0193] (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.

[0194] (Step S100-65) The main CPU 300a performs processing to send subcommands stored in the transmit buffer to the sub-control board 330.

[0195] (Step S100-67) The main CPU 300a performs the processing required to enable interrupts.

[0196] (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.

[0197] Figure 21 is a flowchart illustrating the subcommand group set process (S110) in the main control board 300 according to the first reference example.

[0198] (Step S110-1) The main CPU 300a loads the flag values ​​of the gaming machine status flags.

[0199] (Step S110-3) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330. For example, if initialization processing was performed in step S100-47 above, a RAM clear command is set.

[0200] (Step S110-5) The main CPU 300a performs a machine command setting process, which involves setting a machine command indicating the machine type information of the gaming machine 100 into the transmission buffer.

[0201] (Step S110-7) The main CPU 300a performs a setting value specification command setting process, which sets a setting value specification command indicating the registered setting value into the transmission buffer.

[0202] (Step S110-9) The main CPU 300a performs the Special Figure 1 Reserved Command Setting Process, which sets the Special Figure 1 Reserved Command, indicating the number of Special Figure 1 Reserved Commands, into the transmission buffer.

[0203] (Step S110-11) The main CPU 300a performs the Special Figure 2 Reserved Command Setting Process, which sets the Special Figure 2 Reserved Command, indicating the number of Special Figure 2 Reserved Commands, into the transmission buffer.

[0204] (Step S110-13) The main CPU 300a performs a count command setting process, which involves setting a count command indicating the remaining number of turns in the time-saving game state into the transmission buffer.

[0205] (Step S110-15) The main CPU 300a performs a variable pattern selection state specification command setting process, which sets a variable pattern selection state specification command, indicating the variable pattern selection state, into the transmit buffer.

[0206] (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.

[0207] (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.

[0208] (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.

[0209] Next, we will explain the interrupt processing in the main control board 300 according to the first reference example. Here, we will explain the power outage saving process (XINT interrupt processing) and the timer interrupt processing.

[0210] (Power outage saving process for main control board 300 (XINT interrupt processing)) Figure 22 is a flowchart illustrating the power failure save-up process (XINT interrupt processing) in the main control board 300 according to the first reference example. The main CPU 300a monitors the power failure detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts the CPU initialization process to execute the power failure save-up process.

[0211] (Step S300-1) When a power failure warning signal is received, the main CPU 300a saves its registers.

[0212] (Step S300-3) The main CPU 300a checks for a power failure warning signal.

[0213] (Step S300-5) The main CPU 300a determines whether it has detected a power failure warning signal. If it determines that it has detected a power failure warning signal, it proceeds to step S300-11; if it determines that it has not detected a power failure warning signal, it proceeds to step S300-7.

[0214] (Step S300-7) The main CPU 300a restores the registers.

[0215] (Step S300-9) The main CPU 300a performs the process to enable interrupts and then terminates the power-out save process.

[0216] (Step S300-11) The main CPU 300a executes an output port clear process, which stops the output from the output port.

[0217] (Step S300-13) The main CPU 300a performs a checksum setting process that calculates and saves the checksum.

[0218] (Step S300-15) The main CPU 300a performs the necessary RAM protection configuration process to prevent access to the main RAM 300c.

[0219] (Step S300-17) The main CPU 300a sets a predetermined number of power failure detection signals in the loop counter's counter value in order to set the power failure monitoring time.

[0220] (Step S300-19) The main CPU 300a checks for a power failure warning signal.

[0221] (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.

[0222] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.

[0223] (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).

[0224] If a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are looping.

[0225] (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 reference example. 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 reference example, hereinafter referred to as "4ms"). When a clock pulse is generated by the reset clock pulse generation circuit, the CPU initialization process (step S100) is interrupted and the following timer interrupt processing is executed.

[0226] (Step S400-1) The main CPU 300a saves the registers.

[0227] (Step S400-3) The main CPU 300a performs the processing required to enable interrupts.

[0228] (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.

[0229] (Step S400-7) The main CPU 300a reads various input port information and performs port input processing to accurately obtain the latest switch status.

[0230] (Step S400-9) The main CPU 300a loads the flag values ​​of the gaming machine status flags.

[0231] (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.

[0232] (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.

[0233] (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.

[0234] (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.

[0235] (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.

[0236] (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.

[0237] Although a detailed explanation will be omitted, in the first reference example, the jackpot determination random number and the win determination random number use hardware random numbers updated by a hardware random number generation unit built into the main control board 300. The hardware random number generation unit updates both the jackpot determination random number and the win determination random number according to a certain rule, automatically changing the random number sequence each time the random number sequence completes a cycle, and changing the starting value each time the system is reset.

[0238] (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, and the big prize gate detection switch 128s. Details of this switch management processing will be described later.

[0239] (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.

[0240] (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.

[0241] (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.

[0242] (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, and the large prize entry detection switch 128s, and executes prize entry switch processing to add the corresponding prize ball control counters, etc.

[0243] (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.

[0244] (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.

[0245] (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.

[0246] (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 large prize slot solenoid 128c, and the movable member drive solenoid 142c, and store them in the output port buffer.

[0247] (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.

[0248] (Step S400-35) The main CPU 300a performs the process to disable interrupts.

[0249] (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.

[0250] (Step S400-39) The main CPU 300a restores its registers and terminates the timer interrupt processing.

[0251] Figure 24 is a flowchart illustrating the above-mentioned setting-related processing (S450) in the first reference example.

[0252] (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.

[0253] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a designated processing area.

[0254] (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.

[0255] (Step S450-7) The main CPU 300a adds 1 to the processing area setting value.

[0256] (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.

[0257] (Step S450-11) The main CPU 300a sets the processing area setting to 1.

[0258] (Step S450-13) The main CPU 300a sets the processing area settings in the setting value buffer.

[0259] (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.

[0260] (Step S450-17) The main CPU 300a sets a command indicating the completion of configuration-related processing into the send buffer.

[0261] (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.

[0262] (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.

[0263] As described above, according to the first reference example, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the 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.

[0264] 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.

[0265] 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.

[0266] In the first example of the setting-related processing, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation for the registered setting value has finished, 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 has finished 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.

[0267] Furthermore, in the first example, multiple flag values, including at least 01H (setting change state), are switched. When 01H (setting change state) is set in the game machine state flag, setting-related processing becomes executable, and the game progresses to a halt. In this way, setting-related processing is not executed while the game is in progress, and no setting value specification commands are sent while the game is in progress, thus reducing the risk of registered setting values ​​being illegally acquired.

[0268] 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.

[0269] Figure 25 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the first reference example.

[0270] (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.

[0271] (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.

[0272] (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.

[0273] (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.

[0274] (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.

[0275] (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.

[0276] (Step S500-7) The main CPU 300a determines whether the big prize slot detection switch is ON, that is, whether a game ball has entered the big prize slot 128 and a detection signal has been input from the big prize slot detection switch 128s. If it is determined that the big prize slot detection switch is ON, the process moves to step S500-9; if it is determined that the big prize slot detection switch is NOT ON, the process moves to step S500-11.

[0277] (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 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 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.

[0278] (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.

[0279] (Step S540) The main CPU 300a executes a process to pass through a specific area based on the entry of a game ball into the specific area 140, and then terminates the switch management process. Details of this process to pass through a specific area will be described later.

[0280] (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.

[0281] (Step S500-15) The main CPU 300a sets the command for designating a general prize winner in the transmission buffer.

[0282] (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 is determined that the out-of-bounds ball detection switch is turned ON, the process moves to step S500-19. If it is determined that the out-of-bounds ball detection switch is not turned ON, the switch management process is terminated.

[0283] (Step S500-19) The main CPU 300a sets the out-of-bounds ball detection command in the transmit buffer and terminates the switch management process.

[0284] Figure 26 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to the first reference example.

[0285] (Step S510-1) The main CPU 300a loads the winning random number updated by the hardware random number generator.

[0286] (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.

[0287] (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".

[0288] (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.

[0289] (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.

[0290] (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.

[0291] Figure 27 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300 according to the first reference example.

[0292] (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.

[0293] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.

[0294] (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.

[0295] Figure 28 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 according to the first reference example.

[0296] (Step S530-1) The main CPU 300a is set to "01H" as the special symbol identification value.

[0297] (Step S530-3) The main CPU 300a sets the address for the special symbol 2 reserved ball count counter.

[0298] (Step S535) The main CPU 300a executes the special symbol random number acquisition process, which will be described later.

[0299] (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.

[0300] (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.

[0301] (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.

[0302] 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 reference example. This special symbol random number acquisition process is executed using a common module in the first start gate passage process (step S520) and the second start gate passage process (step S530) described above.

[0303] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.

[0304] (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.

[0305] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.

[0306] (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.

[0307] (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".

[0308] (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.

[0309] (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.

[0310] (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.

[0311] (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.

[0312] (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.

[0313] (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.

[0314] (Step S535-21) The main CPU 300a loads the normal game management phase.

[0315] (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.

[0316] (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 the start gate abnormal prize award error processing, which performs a predetermined process, and terminates the special symbol random number acquisition process (step S535).

[0317] Figure 30 is a flowchart illustrating the acquisition-time performance determination process (step S536) in the main control board 300 according to the first reference example.

[0318] (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.

[0319] (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).

[0320] (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.

[0321] (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.

[0322] (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.

[0323] (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.

[0324] (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.

[0325] (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.

[0326] (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.

[0327] (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.

[0328] (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.

[0329] (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.

[0330] (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.

[0331] (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.

[0332] 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 reference example.

[0333] (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.

[0334] 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 example, it is turned on at the start of a minor win game (the first round of gameplay).

[0335] (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.

[0336] (Step S540-5) The main CPU 300a turns on the flag for entering a specific region.

[0337] (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.

[0338] (Step S540-9) The main CPU 300a performs the prescribed error handling.

[0339] (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.

[0340] Figure 32 is a diagram illustrating the special game management phase in the first reference example. As already explained, in the first reference example, a special game triggered by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game triggered by the passage of a game ball through the gate 124, 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.

[0341] As shown in Figure 32, 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.

[0342] Figure 33 is a flowchart illustrating the special game management process (step S600) in the main control board 300.

[0343] (Step S600-1) The main CPU 300a loads the special game management phase.

[0344] (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.

[0345] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 above and starts processing.

[0346] (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.

[0347] Figure 34 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".

[0348] (Step S610-1) 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" or greater. If it determines that the special 2 reserved ball count (X2) is "1" or greater, the process moves to step S610-7; if it determines that the special 2 reserved ball count (X2) is not "1" or greater, the process moves to step S610-3.

[0349] (Step S610-3) 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 S610-7; if it determines that the special 1 reserved ball count (X1) is not "1" or greater, the process moves to step S610-5.

[0350] (Step S610-5) 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.

[0351] (Step S610-7) The main CPU 300a blocks the special symbol 2 reserved balls stored in the first to fourth memory units of the second special symbol reserved ball storage area, or the special symbol 1 reserved balls stored in the first to fourth memory units of the first special symbol reserved ball storage area, to the memory unit with the smaller ordinal number. Specifically, in step S610-1 above, if it is determined that the number of special symbol 2 reserved balls is "1" or more, the special symbol 2 reserved balls stored in the second to fourth memory units of the second special symbol reserved ball storage area are transferred to the first to third memory units. In addition, the main RAM 300c is provided with a memory unit 0 to be processed, and the special symbol 2 reserved balls stored in the first memory unit are block-transferred to the memory unit 0 to be processed provided in the main RAM 300c. Furthermore, in step S610-3 above, if it is determined that the number of special symbol 1 reserved balls is "1" or more, the special symbol 1 reserved balls stored in the second to fourth memory units of the first special symbol reserved ball storage area are transferred to the first to third memory units, and the special symbol 1 reserved balls stored in the first memory unit are block-transferred to the zero memory unit. In this special symbol storage area shift process, the counter value of the target special symbol reserved ball count counter corresponding to the reserved ball type transferred to the zero memory unit is deducted by "1", and a reserved ball reduction specification command indicating that the special symbol 1 reserved balls or special symbol 2 reserved balls have been reduced by "1" is set in the transmission buffer.

[0352] (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.

[0353] (Step S610-9) 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.

[0354] (Step S610-11) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol judgment data extracted in step S610-9 above. The first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will ultimately light up.

[0355] (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.

[0356] (Step S610-13) 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.

[0357] (Step S610-15) 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.

[0358] (Step S610-17) 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.

[0359] (Step S610-19) 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 S610-7 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.

[0360] (Step S610-21) The main CPU 300a updates the special game management phase to "01H" and terminates the special symbol variation waiting process.

[0361] Figure 35 is a flowchart illustrating the special symbol hit detection process (S611) described above in the first reference example.

[0362] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.

[0363] (Step S611-3) The main CPU 300a loads the registered settings from the settings buffer.

[0364] (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.

[0365] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal state).

[0366] (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.

[0367] (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.

[0368] (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.

[0369] (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.

[0370] Figure 36 is a flowchart illustrating the special pattern variation number determination process in the main control board 300 according to the first reference example.

[0371] (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.

[0372] 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.

[0373] 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 variation information is determined by referring to the table corresponding to the current game state, etc., regardless of the number of variations.

[0374] (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.

[0375] (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.

[0376] (Step S612-7) The main CPU 300a loads the variable pattern selection status flag.

[0377] (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.

[0378] (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. 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.

[0379] (Step S612-13) The main CPU 300a loads the variable pattern selection status flag.

[0380] (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 S610-7, the main CPU 300a determines the reach group (group type).

[0381] (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.

[0382] (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 S610-7. At this point, the variable pattern random number judgment table is also determined along with the variable mode number.

[0383] (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.

[0384] (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 S610-7.

[0385] (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.

[0386] Figure 37 is a flowchart illustrating the special symbol variation processing in the main control board 300 according to the first reference example. This special symbol variation processing is executed when the special game management phase is "01H".

[0387] (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.

[0388] (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.

[0389] (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 S610-13 above.

[0390] (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.

[0391] (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.

[0392] (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.

[0393] (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.

[0394] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0395] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-11 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.

[0396] (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.

[0397] (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.

[0398] Figure 38 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to the first reference example. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0399] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in 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.

[0400] (Step S630-3) The main CPU 300a checks the results of the major role lottery.

[0401] (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 S630-19; if it determines that it is not a jackpot, it proceeds to step S630-7.

[0402] (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.

[0403] 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.

[0404] (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 39.

[0405] (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.

[0406] (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.

[0407] (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 S630-21; if it determines that it is not a minor prize, it proceeds to step S630-17.

[0408] (Step S630-17) 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.

[0409] (Step S630-19) 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.

[0410] (Step S630-21) 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.

[0411] (Step S630-23) 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 S630-21 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 the current number of rounds is managed by adding "1" to the counter value of the special electric mechanism continuous operation counter at the start of each round game. At the start of the big prize game, a process to reset (update to "0") the counter value of this special electric mechanism continuous operation counter is also executed.

[0412] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 above and saves a predetermined opening time as a timer value to the special game timer.

[0413] (Step S630-27) 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 S630-25 above is set in the transmission buffer.

[0414] (Step S630-29) If the result of the major role lottery confirmed in step S630-3 above is a jackpot, the main CPU 300a updates the special game management phase to "03H", and if it is a minor win, it updates the special game management phase to "07H", and terminates the special symbol stop symbol display process. This starts either a major role game or a minor win game.

[0415] Figure 39 is a flowchart illustrating the fluctuating state update process in the main control board 300 according to the first reference example.

[0416] (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.

[0417] (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.

[0418] (Step S631-5) The main CPU 300a resets (sets to 0) the counter value (number of changes) of the change count counter.

[0419] (Step S631-7) The main CPU 300a updates the variable pattern selection status flag to 00H.

[0420] (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.

[0421] Figure 40 is a flowchart illustrating the pre-processing for opening the main prize slot in the main control board 300 according to the first reference example. This pre-processing for opening the main prize slot is performed when the special game management phase is "03H" or "07H".

[0422] (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.

[0423] (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".

[0424] (Step S640-5) The main CPU 300a sets a command to specify the opening of the large prize slot 128 in the transmission buffer, which is used to transmit the start of the opening of the large prize slot 128 (start of round play) to the sub-control board 330.

[0425] (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.

[0426] (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.

[0427] Figure 41 is a flowchart illustrating the opening and closing switching process of the main control board 300 according to the first reference example.

[0428] (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 special electric mechanism opening / closing switch count (the number of times the big prize opening 128 opens and closes during one round of gameplay). If it determines that the counter value is the upper limit, the big prize opening / closing switch process is terminated. If it determines that the counter value is not the upper limit, the process moves to step S641-3.

[0429] (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 large prize slot solenoid 128c, as well as timer data which is the energization time or de-energization time of the large prize slot solenoid 128c, based on the counter value of the special electric mechanism opening / closing switching count counter.

[0430] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a executes a large prize slot solenoid power supply control process to either start or stop the power supply to the large prize slot solenoid 128c. This execution of the large prize slot solenoid power supply control process results in the control of starting or stopping the power supply to the large prize slot solenoid 128c in steps S400-31 and S400-33.

[0431] (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 of the large prize slot 128 in one go.

[0432] (Step S641-9) The main CPU 300a determines whether the large prize slot solenoid 128c is in the power-on state, that is, whether the control process to start powering the 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.

[0433] (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.

[0434] Figure 42 is a flowchart illustrating the big prize opening control process in the main control board 300 according to the first reference example. This big prize opening control process is executed when the special game management phase is "04H" or "08H".

[0435] (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.

[0436] (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.

[0437] (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 of step S641 above.

[0438] (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 not 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 large prize-winning ball 128. If it determines that the predetermined number has not been reached, it terminates the large prize-winning ball opening control process. If it determines that the predetermined number has been reached, it proceeds to step S650-7.

[0439] (Step S650-7) The main CPU 300a executes the necessary process to close the large prize opening 128 by stopping the power supply to the large prize opening solenoid 128c. As a result, the large prize opening 128 is closed.

[0440] (Step S650-9) The main CPU 300a saves the effective closing time (interval time) for the big prize slot to the special game timer.

[0441] (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").

[0442] (Step S650-13) The main CPU 300a sets a command to specify that the large prize slot 128 has been closed into the transmission buffer, and terminates the large prize slot opening control process.

[0443] Figure 43 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 reference example. This process for activating the closure of the main prize slot is executed when the special game management phase is "05H" or "09H".

[0444] (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.

[0445] (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.

[0446] (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.

[0447] (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.

[0448] (Step S660-9) The main CPU 300a executes the ending time setting process, which saves the ending time to a special game timer.

[0449] (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").

[0450] (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.

[0451] Figure 44 is a flowchart illustrating the jackpot completion wait processing in the main control board 300 according to the first reference example. This jackpot completion wait processing is executed when the special game management phase is "06H" or "0AH".

[0452] (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.

[0453] (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.

[0454] 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.

[0455] (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.

[0456] (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.

[0457] (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.

[0458] (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.

[0459] Figure 45 is a diagram illustrating the normal game management phase in the first reference example. As already explained, in the first reference example, 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.

[0460] As shown in Figure 45, 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.

[0461] Figure 46 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to the first reference example.

[0462] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0463] (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.

[0464] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above and starts processing.

[0465] (Step S700-7) The main CPU 300a loads the normal game timer, which manages the control time for normal gameplay.

[0466] Figure 47 is a flowchart illustrating the normal symbol variation waiting process in the main control board 300 according to the first reference example. This normal symbol variation waiting process is executed when the normal game management phase is "00H".

[0467] (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.

[0468] (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.

[0469] (Step S710-5) The main CPU 300a loads the random number for determining the winning combination that has been transferred to the 0th memory unit, selects a random number determination table corresponding to the current game state, performs a regular symbol lottery, and executes a regular symbol winning determination process that stores the lottery result. At this point, a process is also executed to determine the type of regular symbol based on the result of the regular symbol lottery.

[0470] (Step S710-7) The main CPU 300a saves the regular symbol stop symbol number corresponding to the type of regular symbol determined in step S710-5 above. In the first reference example, the regular symbol indicator 168 is composed of multiple LED lamps, and the regular symbol indicator 168 corresponding to the type of regular symbol lights up. The regular symbol stop symbol number determined here indicates the LED lamp of the regular symbol indicator 168 that will ultimately light up.

[0471] (Step S710-9) The main CPU 300a checks the current game state and selects and sets the corresponding regular symbol variation time data table.

[0472] (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.

[0473] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above to the normal game timer.

[0474] (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.

[0475] (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.

[0476] (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.

[0477] (Step S710-20) The main CPU 300a stores the current game state as the game state at the start of the regular symbol change.

[0478] (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.

[0479] (Step S710-23) The main CPU 300a decrements the counter value of the regular graph fluctuation count counter.

[0480] (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.

[0481] (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).

[0482] (Step S710-29) The main CPU 300a updates the normal game management phase to "01H" and terminates the normal symbol variation waiting process.

[0483] Figure 48 is a flowchart illustrating the processing during normal symbol variation in the main control board 300 according to the first reference example. This normal symbol variation processing is executed when the normal game management phase is "01H".

[0484] (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.

[0485] (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.

[0486] (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.

[0487] (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.

[0488] (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 lights up and the regular symbols are displayed, and the result of the regular symbol lottery is announced.

[0489] (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.

[0490] (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.

[0491] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and terminates the processing during the normal symbol variation.

[0492] Figure 49 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 according to the first reference example. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0493] (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.

[0494] (Step S730-3) The main CPU 300a checks the results of the general lottery.

[0495] (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.

[0496] (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.

[0497] (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.

[0498] (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.

[0499] Figure 50 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 reference example. This pre-processing for opening the normal electric prize winning slot is executed when the normal game management phase is "03H".

[0500] (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.

[0501] (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.

[0502] (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.

[0503] Figure 51 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 reference example.

[0504] (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.

[0505] (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.

[0506] (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.

[0507] (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.

[0508] (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.

[0509] (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".

[0510] Figure 52 is a flowchart illustrating the control process for opening the normal electric prize winning slot in the main control board 300 according to the first reference example. This control process for opening the normal electric prize winning slot is executed when the normal game management phase is "04H".

[0511] (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.

[0512] (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.

[0513] (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.

[0514] (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.

[0515] (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.

[0516] (Step S750-9) The main CPU 300a saves the normal power-on state time to the normal game timer.

[0517] (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.

[0518] Figure 53 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 reference example. This process for activating the closing of the ordinary electric prize entry slot is executed when the ordinary game management phase is "05H".

[0519] (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.

[0520] (Step S760-3) The main CPU 300a saves the normal power end wait time to the normal game timer.

[0521] (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.

[0522] Figure 54 is a flowchart illustrating the normal electric prize entry point end-wait processing in the main control board 300 according to the first reference example. This normal electric prize entry point end-wait processing is executed when the normal game management phase is "06H".

[0523] (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.

[0524] (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.

[0525] (Step S770-5) The main CPU 300a decrements the counter value of the time-saving count counter (for long release) by "1".

[0526] (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.

[0527] (Step S770-9) The main CPU 300a sets the game state to a non-time-saving game state.

[0528] (Step S770-11) The main CPU 300a executes the above-mentioned game state change specification command setting process.

[0529] (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.

[0530] As described above, various processes are executed on the main control board 300, which allows special games and regular games to proceed. The first reference example described above realizes the gameplay of a regular ST using a Type 1 and Type 2 mixed machine.

[0531] <Second reference example> The second reference example, a gaming machine 100, is a first-class gaming machine equipped with a so-called probability variation function. In the second reference example, high-probability gaming states and low-probability gaming states are provided as gaming states related to special games, and time-saving gaming states and non-time-saving gaming states are provided as gaming states related to normal games. The mechanical configuration, internal configuration, and processing content of the second reference example have many points in common with the first reference example, so here we will explain the differences from the first reference example, and omit the explanation of the parts that are common with the first reference example.

[0532] The board configuration of the second reference example is the same as the board configuration shown in Figure 2 of the first reference example, and each circuit board in the second reference example is the same as in Figure 4 of the first reference example. However, the internal configuration of the large prize opening 128 in the second reference example differs from that of the first reference example. Specifically, in the second reference example, the specific area 140 and the movable member 142 are not provided inside the large prize opening 128. The other configurations are the same as those of the first reference example. Therefore, in the following description of the second reference example, the same reference numerals are used for the same configurations as in the first reference example, and their detailed explanations are omitted.

[0533] Furthermore, unless otherwise specified in the following explanation, the same processing as in the first reference example will be performed in the second reference example. Therefore, unless otherwise specified, each process of the main control board 300 described in the first reference example will also be performed in the second reference example.

[0534] Figure 55 is a diagram illustrating the jackpot determination random number judgment table for the second reference example. In the second reference example, instead of the jackpot determination random number judgment table for special 1 and the jackpot determination random number judgment table for special 2 in the first reference example, the low probability jackpot determination random number judgment table shown in Figure 55(a) and the high probability jackpot determination random number judgment table shown in Figure 55(b) are provided. In the second reference example as in the first reference example, the jackpot lottery is performed based on the special 1 reserve and special 2 reserve. In the second reference example, a common jackpot determination random number judgment table is used for both the special 1 reserve and the special 2 reserve.

[0535] When the game is in a low-probability state, the low-probability jackpot determination random number table is used for the jackpot lottery. When the game is in a high-probability state, the high-probability jackpot determination random number table is used for the jackpot lottery. For example, according to the low-probability jackpot determination random number table, the jackpot probability is set to approximately 1 / 319.6, as shown in Figure 55(a), and according to the high-probability jackpot determination random number table, the jackpot probability is set to approximately 1 / 100.6, as shown in Figure 55(b).

[0536] In the second example, as with the first example, the probability of hitting the jackpot may differ for each setting value, or there may be no setting value at all. Also, although it is assumed here that there are no minor wins, they may be provided as with the first example. However, in a specification like the second example which has a probability variation function, it is restricted from performing a major win game, i.e., a two-type jackpot, based on passing through a specific area 140 in the major prize winning area during a minor win game, as in the first example and the third example described later. Therefore, even if minor wins are provided, a minor win game that ends in one round will be performed. In the second example, if minor wins are not provided, the processing related to minor wins in the first example is unnecessary.

[0537] Figure 56 is a diagram illustrating the random number determination table for winning symbols in the second reference example. When a big win is achieved in the big win lottery based on Special 1 Reserve, the type of special symbol, i.e., the big win symbol, is determined using the random number determination table for Special 1 shown in Figure 56(a). Similarly, when a big win is achieved in the big win lottery based on Special 2 Reserve, the type of special symbol, i.e., the big win symbol, is determined using the random number determination table for Special 2 shown in Figure 56(b).

[0538] For example, if a jackpot is won based on Special Symbol 1, there is a 20% chance that Special Symbol A, which is the jackpot symbol, will be determined, and there is a 20% chance that Special Symbol B, which is the jackpot symbol, will be determined. Also, if a jackpot is won based on Special Symbol 2, there is a 50% chance that Special Symbols C and D, which are the jackpot symbols, will be determined.

[0539] Figure 57 is a diagram illustrating the special electric mechanism operation ramset table for the second reference example. For example, in the second reference example, if the winning symbols are special symbols A and C, five rounds of gameplay are performed, and if the winning symbols are special symbols B and D, ten rounds of gameplay are performed. Note that the types and number of winning symbols and the number of rounds of gameplay are merely examples and can be modified as appropriate.

[0540] Figure 58 illustrates a game state setting table for setting the game state after the end of a major win game according to the second reference example. Here, regardless of the type of winning symbol, the game state after a major win game is set to a high-probability game state and a time-saving game state. In this case, the total number of spins is set as the termination condition for the high-probability game state and the time-saving game state. The total number of spins is the sum of the special 1 spin count and the special 2 spin count, and in this case, the total number of spins is set to 100. If a major win is not achieved in 100 major win draws in the high-probability game state and time-saving game state after a major win game, the game state is set to a low-probability game state and a non-time-saving game state.

[0541] Here, we will explain the gameplay of a so-called ST machine, aiming to win a jackpot within 100 major role draws. However, the second example can also be a so-called loop machine, where a jackpot symbol is set to a low-probability game state after a major role draw. If it is a loop machine, the total number of spins should be set to a number that effectively guarantees the next jackpot, such as 10,000 spins. It is also possible to combine the gameplay of a loop machine and an ST machine. Furthermore, although we will omit the detailed explanation, the second example can also be a so-called fall-out machine, where the high-probability game state ends if a fall-out draw is won.

[0542] Figure 59(a) is a diagram illustrating the random number determination table for determining a normal symbol win in a non-time-saving game state according to the second reference example, Figure 59(b) is a diagram illustrating the random number determination table for determining a normal symbol win in a time-saving game state according to the second reference example, and Figure 59(c) is a diagram illustrating the random number determination table for determining a normal symbol win according to the second reference example. In a non-time-saving game state, the normal symbol lottery is performed using the random number determination table for determining a normal symbol win in a non-time-saving game state shown in Figure 59(a), and in a time-saving game state, the normal symbol lottery is performed using the random number determination table for determining a normal symbol win in a time-saving game state shown in Figure 59(b). As an example, in this case, it is set so that a normal symbol win is almost never achieved in a non-time-saving game state, and a normal symbol win is almost always achieved in a time-saving game state.

[0543] In the regular symbol lottery, if a regular symbol win is achieved, the type of regular symbol is determined using the regular symbol determination random number table shown in Figure 59(c), regardless of the game state. Here, the same regular symbol L as in the first reference example is provided as the regular symbol win, and if a regular symbol win is achieved in the regular symbol lottery, regular symbol L is always determined. If a regular symbol win is not achieved in the regular symbol lottery, a regular symbol loss is determined.

[0544] Figure 60(a) is a diagram illustrating the data table for the normal symbol variation time for the non-time-saving game state according to the second reference example, Figure 60(b) is a diagram illustrating the data table for the normal symbol variation time for the time-saving game state according to the second reference example, and Figure 60(c) is a diagram illustrating the opening and closing control pattern table according to the second reference example. As shown in Figures 60(a) and (b), here, as an example, regardless of the type of normal symbol, the normal symbol variation time is set to 10 seconds in the non-time-saving game state, and the normal symbol variation time is set to 1 second in the time-saving game state. Also, as shown in Figure 60(c), when the normal symbol L is won, the second start opening 122 is opened only once for 0.01 seconds in the non-time-saving game state, and the second start opening 122 is opened twice for 2.9 seconds in the time-saving game state.

[0545] As a result, in the second reference example, the second start port 122 is almost never opened in the non-time-saving game state, and the second start port 122 is frequently opened in the time-saving game state. In addition, in the second reference example as in the first reference example, the probability of winning a regular symbol in the non-time-saving game state may be set to be high. In this case, a regular symbol S is provided which causes the second start port 122 to be briefly opened, and the probability of winning with the regular symbol S is set to be high in the non-time-saving game state.

[0546] As described above, the second example above enables the gameplay of a Type 1 ST machine.

[0547] <3rd reference example> The gaming machine 100 in the third reference example is a Type II gaming machine, and is equipped with a time-saving gaming state and a non-time-saving gaming state. The mechanical configuration, internal configuration, and processing content of the third reference example are largely the same as those of the first and second reference examples. Therefore, here we will explain the differences between the third reference example and the first and second reference examples, and omit the explanation of the parts that are common to the first and second reference examples.

[0548] Figure 61 is a diagram illustrating the random number determination table for determining minor wins in the third reference example. In the third reference example, there is no major win in the major win lottery, only minor wins are provided as a type of winning determination result. In the major win lottery based on Special 1 Reserve, the random number determination table for determining minor wins for Special 1 shown in Figure 61(a) is used, and in the major win lottery based on Special 2 Reserve, the random number determination table for determining minor wins for Special 2 shown in Figure 61(b) is used. Here, as an example, in the major win lottery based on Special 1 Reserve, there is a probability of winning a minor win of approximately 1 / 319.6, and in the major win lottery based on Special 2 Reserve, there is a probability of winning a minor win of approximately 1 / 100.0.

[0549] Although not shown in the diagram, if a minor win is achieved, the minor win symbol is determined. Here, the same special symbol a as in the first reference example is provided as the minor win symbol. When special symbol a is determined, the minor win game is executed. In this case, as in the first reference example, if a game ball enters the specific area 140 during the minor win game, a Type 2 jackpot is achieved, and the jackpot game is executed following the minor win game. Here, only minor win symbols are provided that execute a minor win game in which a game ball can enter the specific area 140. Therefore, the probability of winning a minor win is substantially equal to the probability of winning a Type 2 jackpot. However, minor win symbols may be provided that execute a minor win game in which the jackpot opening 128 is opened in a manner in which a game ball cannot enter the specific area 140. This third reference example can be realized by the same process as the first reference example.

[0550] <Examples> Next, embodiments and modifications of the present invention will be described. The present invention is applicable to any of the basic functions of the three reference examples described above. Therefore, the following description will focus on the case where the present invention is applied to the basic function of any one of the three reference examples described above. In other words, the embodiments and modifications described below are realized by changing some of the configurations and processes of the reference examples described above. Therefore, the following description will explain the differences between the embodiments and modifications of the present invention and the reference examples described above, and will omit explanations of parts common to each reference example.

[0551] Unless otherwise specified, the board configuration of the embodiments and each modified example is the same as the board configuration shown in Figure 2 of the First Reference Example above, and unless otherwise specified, each substrate of the embodiments and each modified example is the same as that shown in Figure 4 of the First Reference Example above.

[0552] The embodiments and variations described below are provided with an initial normal state and several advantageous game states that are more favorable than the normal state. The several advantageous game states include an easy-to-win state in which the movable means (movable piece 122b) is easily displaced to a position that facilitates the entry of game balls into the second starting area (entry of game balls into the second starting opening 122). In the normal state and the easy-to-win state, opening conditions are set to cause the second starting opening 122 to be opened for a long period of time, as explained in the above reference examples. The opening conditions set in the easy-to-win state are more likely to be met than the opening conditions set in the normal state.

[0553] Furthermore, in the embodiment and each of its modifications, multiple easy-to-win states are provided, and these multiple easy-to-win states include multiple easy-to-win states with different degrees of advantage. Hereinafter, the degree of advantage in each easy-to-win state, in other words, the conditions for the progress of the game in each easy-to-win state, will be referred to as performance, and a high degree of advantage will be referred to as high performance. The embodiment and each of its modifications share the common feature that, during gameplay, the game state transitions from an easy-to-win state with relatively low performance to an easy-to-win state with relatively high performance. That is, the game machine 100 in the embodiment and each of its modifications has the gameplay feature that its performance can be improved during gameplay.

[0554] <Example of performance> One way to differentiate the performance of multiple easy-to-win states is to set different termination conditions for each state. Examples of termination conditions for easy-to-win states include the number of special symbol variations (the sum of the number of special 1 variations and the number of special 2 variations, i.e., the total number of variations) or the number of normal symbol variations. The larger the number of special symbol variations and normal symbol variations set as termination conditions, the higher the continuation rate of the easy-to-win state, i.e., the higher the expectation of a big win in the easy-to-win state. In this case, the game state transitions from an easy-to-win state with a relatively small number of special symbol variations or normal symbol variations set as termination conditions to an easy-to-win state with a relatively large number of special symbol variations or normal symbol variations.

[0555] Furthermore, as a performance feature for multiple easy-to-win states, it is conceivable to vary the probability of transitioning to a game state where the execution of the next big-win game is practically guaranteed after a big-win game. In addition, as a performance feature for multiple easy-to-win states, it is conceivable to vary the variation efficiency (number of special symbol variations or normal symbol variations per unit time).

[0556] As described above, the performance differs in the multiple easy-to-win states in the embodiments and each modification, but there are no particular limitations on how the performance differs. Therefore, as long as some performance is provided, i.e., multiple easy-to-win states with different degrees of advantage are provided, and it is possible to transition from a relatively unfavorable easy-to-win state to a relatively favorable easy-to-win state during gameplay, the conditions for game progression can be appropriately modified. In the following, for the sake of ease of understanding, it will be explained that predetermined performance is set in the embodiments and each modification, but each performance is changeable.

[0557] <First Example> Figure 62 is a diagram illustrating the game state according to the first embodiment. In the first embodiment, the case in which the present invention is applied to the second reference example described above will be explained. Since the mechanical configuration, internal configuration, and processing content of the first embodiment have many points in common with the second reference example, here we will explain the differences from the second reference example and omit the explanation of the parts that are common with the second reference example. The game machine 100 of the first embodiment is a first-class game machine, similar to the second reference example, and is equipped with a probability variation function. In the first embodiment, the high-probability game state and the low-probability game state of the second reference example are provided as game states related to special games, and the time-saving game state and the non-time-saving game state of the second reference example are provided as game states related to normal games.

[0558] Specifically, in the first embodiment, there are four states: a normal state, a first easy-to-win state, a second easy-to-win state, a third easy-to-win state, and a fourth easy-to-win state. The normal state is a game state in which the probability of winning a jackpot in the big prize lottery is set to approximately 1 / 319.6, and the probability of winning a regular prize is set to almost 0.

[0559] The first through fourth easy-to-win states are game states in which the probability of winning a jackpot in the major prize lottery is set to approximately 1 / 100.0, and the probability of winning a regular prize is set to approximately 1 / 1. However, each of the first through fourth easy-to-win states has different termination conditions. Here, the termination condition for the first easy-to-win state is set to 100 special symbol spins, for the second easy-to-win state it is set to 110 special symbol spins, for the third easy-to-win state it is set to 120 special symbol spins, and for the fourth easy-to-win state it is set to 130 special symbol spins. Therefore, the continuation rates for each of the first through fourth easy-to-win states are 63.4% to 72.9%, as shown in the figure.

[0560] Figure 63 illustrates the random number determination table for winning symbols according to the first embodiment. The first embodiment differs from the second example in that the table used to determine the type of winning symbol is different. When a jackpot is won in the big role lottery based on special 1 reserve, the type of special symbol, i.e., the jackpot symbol, is determined using the random number determination table for special 1 shown in Figure 63(a). Similarly, when a jackpot is won in the big role lottery based on special 2 reserve, the type of special symbol, i.e., the jackpot symbol, is determined using the random number determination table for special 2 shown in Figure 63(b).

[0561] In this scenario, if a jackpot is won based on Special 1 Reserve, the jackpot symbols, Special Symbols A and B, are determined with a 50% probability each. Furthermore, if a jackpot is won based on Special 2 Reserve, the jackpot symbol, Special Symbol C, is always determined.

[0562] Figure 64 illustrates the special electric mechanism operation ramset table according to the first embodiment. The first embodiment differs from the second reference example in that the table used during big win games is different. In the first embodiment, if the winning symbols are special symbols A and B, five rounds of gameplay are performed, and if the winning symbol is special symbol C, ten rounds of gameplay are performed. Note that the type and number of winning symbols and the number of rounds of gameplay are merely examples and can be modified as appropriate.

[0563] Figure 65 illustrates a game state setting table for setting the game state after the completion of a major win game according to the first embodiment. The first embodiment differs from the second reference example in that the table used to set the game state is different. In the first embodiment, the game state after the major win game and its termination conditions are set based on the combination of the type of winning symbol and the game state at the time of winning the jackpot.

[0564] If a jackpot is won in the jackpot lottery and special symbol A is determined as the jackpot symbol, the game state after the jackpot game will be set as follows, based on the game state at the time of the jackpot win. Specifically, if special symbol A is determined in the normal state, the game state after the jackpot game will be set to the easy-to-win-first-prize state, and the termination condition will be set to 100 special symbol spins. If special symbol A is determined in the easy-to-win-first-prize state, the game state after the jackpot game will be set to the easy-to-win-second-prize state, and the termination condition will be set to 110 special symbol spins. If special symbol A is determined in the easy-to-win-second-prize state, the game state after the jackpot game will be set to the easy-to-win-third-prize state, and the termination condition will be set to 120 special symbol spins.

[0565] Furthermore, if special symbol A is determined in the third easy-to-win state, the game state after the big win is set to the fourth easy-to-win state, and the termination condition is set to 130 special symbol spins. Furthermore, if special symbol A is determined in the fourth easy-to-win state, the game state after the big win is set to the fourth easy-to-win state, and the termination condition is set to 130 special symbol spins.

[0566] Furthermore, if special symbols B and C are determined in the normal state, the game state and termination conditions after the big win are set in the same way as when special symbol A is determined.

[0567] Figure 66 is a diagram illustrating the game flow according to the first embodiment. Note that Figure 66 shows the transition of the game state when the game is being played properly, and the transition of the game state when the game is not being played properly or when an irregular situation occurs will not be explained.

[0568] The initial state of the gaming machine 100 in the first embodiment is set to the normal state, as shown in Figure 66(a). In the first embodiment, a first start opening 120 is provided in the first game area 116a, and a gate 124 and a second start opening 122 are provided in the second game area 116b. In the normal state, it is almost impossible to win a regular winning symbol in the regular drawing, so the player plays by shooting left to the left, aiming to get the game ball into the first start opening 120. Therefore, the variation that is executed in the normal state, i.e., the target variation, is the special variation 1, and the player shoots left to the left, aiming to win a jackpot with a probability of approximately 1 / 319.6.

[0569] In the normal state, if a jackpot is won based on Special Symbol 1, Special Symbols A and B are determined as the jackpot symbols with a 50% probability each. If Special Symbols A and B are determined, five rounds of gameplay are performed in the big win game, and after the big win game, the first easy-to-win state shown in Figure 66(b) is set.

[0570] In the first easy-to-win state, the probability of winning a jackpot is set to approximately 1 / 100.0, and the termination condition is set to 100 special symbol spins. If a jackpot is not won after 100 special symbol spins, the so-called ST (Special Time) ends, and the game state transitions to the normal state. Also, in the first easy-to-win state, passing the game ball through gate 124 frequently opens the second start opening 122, and special 2 spins are executed one after another. Therefore, the player will shoot to the right in the first easy-to-win state, and the target spins will be special 2 spins.

[0571] In the first easy-to-win state, if a jackpot is won based on the special 2 reserve, special symbol C is determined as the jackpot symbol. If special symbol C is determined in the first easy-to-win state, 10 rounds of gameplay are performed in the big win game, and after the big win game, the game is set to the second easy-to-win state shown in Figure 66(c).

[0572] In the second easy-to-win state, the probability of winning a jackpot is set to approximately 1 / 100.0, and the termination condition is set to 110 special symbol spins. If a jackpot is not won after 110 special symbol spins, the ST ends, and the game state transitions to the normal state. Also, in the second easy-to-win state, passing the game ball through gate 124 frequently opens the second start opening 122, and special 2 spins are executed one after another. Therefore, the player will shoot to the right in the second easy-to-win state, and the target spins will be special 2 spins.

[0573] In the second easy-to-win state, if a jackpot is won based on the special 2 reserve, special symbol C is determined as the jackpot symbol. If special symbol C is determined in the second easy-to-win state, 10 rounds of gameplay are performed in the big win game, and after the big win game, the state is set to the third easy-to-win state shown in Figure 66(d).

[0574] In the third easy-to-win state, the probability of winning a jackpot is set to approximately 1 / 100.0, and the termination condition is set to 120 special symbol spins. If a jackpot is not won after 120 special symbol spins, the ST ends, and the game state transitions to the normal state. Also, in the third easy-to-win state, passing the game ball through gate 124 frequently opens the second start opening 122, and special 2 spins are executed one after another. Therefore, the player will shoot to the right in the third easy-to-win state, and the target spin will be a special 2 spin.

[0575] In the third easy-to-win state, if a jackpot is won based on the special 2 reserve, special symbol C is determined as the jackpot symbol. If special symbol C is determined in the second easy-to-win state, 10 rounds of gameplay are performed in the big win game, and after the big win game, the game is set to the fourth easy-to-win state shown in Figure 66(e).

[0576] In the Easy 4th Prize-Winning State, the probability of winning a jackpot is set to approximately 1 / 100.0, and the termination condition is set to 130 special symbol spins. If a jackpot is not won after 130 special symbol spins, the ST (Special Time) ends, and the game state transitions to the normal state. Also, in the Easy 4th Prize-Winning State, passing the game ball through gate 124 frequently opens the second start opening 122, and special 2 spins are executed one after another. Therefore, the player will shoot to the right in the Easy 4th Prize-Winning State, and the target spin will be a special 2 spin.

[0577] In the Easy-to-Win 4th Prize State, if a jackpot is won based on Special 2 Reserve, Special Symbol C is determined as the jackpot symbol. When Special Symbol C is determined in the Easy-to-Win 4th Prize State, 10 rounds of gameplay are performed in the big prize game, and the Easy-to-Win 4th Prize State is reset after the big prize game. In other words, once the Easy-to-Win 4th Prize State is set, thereafter, winning a jackpot will cause the Easy-to-Win 4th Prize State to loop.

[0578] As described above, in the first embodiment, four different easy-to-win states are provided, and by winning a jackpot, the player gradually moves to a higher-performing easy-to-win state, resulting in a gameplay experience. In this case, the probability of winning a jackpot, i.e., the continuation rate, increases in stages, so each time a jackpot is won, the probability of winning another jackpot increases. This increases the player's motivation to play and enhances the enjoyment of the game.

[0579] Here, we have provided four easy-to-win states with different performance characteristics, but it is sufficient to provide two or more easy-to-win states, and the number is not particularly limited. Also, for example, multiple jackpot symbols determined based on special 2-reserve may be provided, and depending on the type of jackpot symbol, the player may transition to an easy-to-win state with lower performance, or the player may be set to the same easy-to-win state before and after winning a jackpot.

[0580] Furthermore, if two easy-to-win states are set, even with one jackpot symbol (minor win symbol), the player will be assigned to one of the easy-to-win states depending on whether the game state referenced when a jackpot occurs is a time-saving game state or a non-time-saving game state. Therefore, in cases like this embodiment, where three or more game state transitions are required after a major win based on the same jackpot symbol (minor win symbol), it is desirable to design the system so that the state referenced when the trigger for executing a major win occurs differs depending on which easy-to-win state (or normal state) it is, as in the first embodiment.

[0581] Furthermore, in the first embodiment, four easy-to-win states with different performance characteristics were configured by varying the number of special symbol variations that constitute the termination condition for the so-called ST when the probability variation function is activated. However, the number of times the probability variation function is activated is constant (for example, 100 times), and if the termination condition related to the number of special symbol variations in the easy-to-win state is set to exceed 100 times in the four easy-to-win states, then from the 101st variation onward, the machine may be in a time-saving game state with a low probability (jackpot probability = 1 / 319.6) where the probability variation function is not activated. Moreover, the machine may be configured to differ whether or not it transitions to a higher easy-to-win state after a big win depending on whether it is in ST or in a time-saving game state after ST.

[0582] Furthermore, in the first embodiment, as described above, the termination conditions differ for each easy-to-win state, but in addition, the fluctuation efficiency also differs for each easy-to-win state. In other words, in the first embodiment, the fluctuation efficiency is included in the performance of the easy-to-win state.

[0583] Figure 67 is a diagram illustrating the table transition information according to the first embodiment. In the first embodiment, five types of variation pattern selection state flags are provided: 00H, 01H, 02H, 03H, and 04H. Each variation pattern selection state flag indicates a 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 specifies which table (reach group determination random number judgment table, reach mode determination random number judgment table, variation pattern random number judgment table) to select.

[0584] In each of 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, the main CPU 300a selects a pre-configured 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.

[0585] Furthermore, each variation state corresponds to one of the game states. Here, when the game state is set to the normal state, the variation pattern selection state flag is set to 00H, and the normal variation state is set as the variation state. Also, when the game state is set to the easy first prize state, the variation pattern selection state flag is set to 01H, and the first variation state is set as the variation state. Similarly, when the game state is set to the easy second prize state, the variation pattern selection state flag is set to 02H, and the second variation state is set as the variation state. Also, when the game state is set to the easy third prize state, the variation pattern selection state flag is set to 03H, and the third variation state is set as the variation state. Also, when the game state is set to the easy fourth prize state, the variation pattern selection state flag is set to 04H, and the fourth variation state is set as the variation state.

[0586] Under normal fluctuation conditions, regardless of the number of fluctuations, a table classified as a type of Table X (Reach Group Determination Random Number Judgment Table, Reach Mode Determination Random Number Judgment Table, Fluctuation Pattern Random Number Judgment Table) is selected.

[0587] Furthermore, in the first variation state, a table classified under the category of Table A is selected at the start of the 1st to 40th special feature variation, a table classified under the category of Table B is selected at the start of the 41st to 99th special feature variation, and a table classified under the category of Table C is selected at the start of the 100th special feature variation. The numbers in parentheses in Figure 67 indicate the number of times each table has been selected.

[0588] The first variation state is a variation state set when the game state is the first easy-to-win state, and the first easy-to-win state ends after 100 special symbol variations. When the first easy-to-win state ends and the game transitions to the normal state, the variation pattern selection state flag changes from 01H to 00H, and the variation state changes from the first variation state to the normal variation state.

[0589] Furthermore, in the second variation state, a table classified as type A is selected at the start of the 1st to 30th special symbol variation, a table classified as type B is selected at the start of the 31st to 109th special symbol variation, and a table classified as type C is selected at the start of the 110th special symbol variation. The second variation state is a variation state set when the game state is the second easy-to-win state, and the second easy-to-win state ends after 110 special symbol variations. When the second easy-to-win state ends and the game returns to the normal state, the variation pattern selection state flag changes from 02H to 00H, and the variation state changes from the second variation state to the normal variation state.

[0590] Furthermore, in the third variation state, a table classified as Table A is selected at the start of the 1st to 20th special symbol variation, a table classified as Table B is selected at the start of the 21st to 119th special symbol variation, and a table classified as Table C is selected at the start of the 120th special symbol variation. The third variation state is a variation state set when the game state is the easy third prize state, and the easy third prize state ends after 120 special symbol variations. When the easy third prize state ends and the game returns to the normal state, the variation pattern selection state flag is changed from 03H to 00H, and the variation state changes from the third variation state to the normal variation state.

[0591] Furthermore, in the fourth variation state, at the start of the 1st to 10th special symbol variation, a table classified as type A is selected; at the start of the 11th to 40th special symbol variation, a table classified as type B is selected; at the start of the 41st to 90th special symbol variation, a table classified as type D is selected; at the start of the 91st to 129th special symbol variation, a table classified as type E is selected; and at the start of the 130th special symbol variation, a table classified as type C is selected. The fourth variation state is a variation state set when the game state is the easy fourth prize state, and the easy fourth prize state ends after 130 special symbol variations. When the easy fourth prize state ends and the game transitions to the normal state, the variation pattern selection state flag changes from 04H to 00H, and the variation state changes from the fourth variation state to the normal variation state.

[0592] Here, tables classified under Table A have a higher probability of being determined as a reach variation pattern in terms of the execution pattern of the variation effect than tables classified under Tables B, D, and E. Although a detailed explanation is omitted, the execution patterns of the variation effect include non-reach variation patterns and reach variation patterns. In a reach variation pattern, the reach development effect is executed after the same effect symbols 210a and 210c are displayed, while in a non-reach variation pattern, the effect symbols 210a, 210b, and 210c are displayed without the reach development effect being executed.

[0593] Numerous reach development animations are provided for each reach variation pattern, and the duration of these animations varies. The variation animations in reach variation patterns are longer than those in non-reach variation patterns, by the duration of the reach development animations. Thus, the execution pattern of the variation animations is determined based on variation information, and this variation information includes variation information for reach variation patterns and variation information for non-reach variation patterns.

[0594] Furthermore, each fluctuation information has a defined fluctuation time, and the fluctuation information for the reach fluctuation pattern has a longer fluctuation time defined than the fluctuation information for the non-reach fluctuation pattern. Therefore, tables classified as Table A will have a higher probability of determining fluctuation information with a longer fluctuation time defined than tables classified as Tables B, D, and E. On the other hand, tables classified as Tables B, D, and E are so-called high-speed fluctuation tables, and are designed to have a high probability of determining fluctuation information with a short fluctuation time defined, such as 1 to 2 seconds.

[0595] As shown in Figure 67, in the first easy-to-win state (first fluctuation state), the number of times a table classified as Table A is selected is 40 times; in the second easy-to-win state (second fluctuation state), the number of times a table classified as Table A is selected is 30 times; in the third easy-to-win state (third fluctuation state), the number of times a table classified as Table A is selected is 20 times; and in the fourth easy-to-win state (fourth fluctuation state), the number of times a table classified as Table A is selected is 10 times.

[0596] On the other hand, in the first easy-to-win state (first fluctuation state), the number of times the high-speed fluctuation table (table classified as Table B) is selected is 59 times, in the second easy-to-win state (second fluctuation state), the number of times the high-speed fluctuation table (table classified as Table B) is selected is 79 times, in the third easy-to-win state (third fluctuation state), the number of times the high-speed fluctuation table (table classified as Table B) is selected is 99 times, and in the fourth easy-to-win state (fourth fluctuation state), the number of times the high-speed fluctuation table (tables classified as Tables B, D, and E) is selected is 119 times.

[0597] Therefore, the second easy-to-win state (second fluctuation state) is more likely to determine short fluctuation times and has a shorter average time per special symbol fluctuation than the first easy-to-win state (first fluctuation state). Similarly, the third easy-to-win state (third fluctuation state) is more likely to determine short fluctuation times and has a shorter average time per special symbol fluctuation than the second easy-to-win state (second fluctuation state). Furthermore, the fourth easy-to-win state (fourth fluctuation state) is more likely to determine short fluctuation times and has a shorter average time per special symbol fluctuation than the third easy-to-win state (third fluctuation state). In other words, in the first embodiment, the fluctuation efficiency (number of fluctuations per unit time) improves with each consecutive win.

[0598] Furthermore, in the first embodiment, the duration of the easy-to-win state (number of special symbol variations) tends to lengthen with each consecutive win, while the variation efficiency improves with each consecutive win (the average variation time shortens). Even when the period of advantageous states for the player increases in terms of the number of draws, the variation efficiency is increased so that the easy-to-win state does not drag on excessively, and the time required between big wins is kept the same or shorter, thus providing a highly enjoyable gaming experience.

[0599] Figure 68 is a flowchart illustrating the large prize jackpot completion weight processing in the main control board 300 according to the first embodiment. In the first embodiment, the large prize jackpot completion weight processing shown in Figure 68 is performed in place of the large prize jackpot completion weight processing according to the first reference example described above.

[0600] (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 S671.

[0601] (Step S671) The main CPU 300a executes state setting processing to configure the game state and the variable state. This state setting processing will be described later.

[0602] (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.

[0603] (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.

[0604] (Step S670-9) The main CPU 300a sets a variable state specification command in the transmission buffer to transmit the variable state that will be set after the end of a major game.

[0605] (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.

[0606] Figure 69 is a flowchart illustrating the state setting process in the main control board 300 according to the first embodiment.

[0607] (Step S671-1) The main CPU 300a sets the game state after the big win game ends. Here, the game state after the big win game ends is set as shown in Figure 65, based on the winning symbols that triggered the big win game and the game state at the time of the win. Also, here, the termination condition for the set game state, i.e., the number of special symbol variations, is set in the time-saving count counter, based on the winning symbols that triggered the big win game and the game state at the time of the win.

[0608] (Step S671-3) The main CPU 300a determines whether the variable pattern selection status flag for when a jackpot is won is 04H. If it determines that the variable pattern selection status flag for when a jackpot is won is 04H, it terminates the status setting process. If it determines that the variable pattern selection status flag for when a jackpot is won is not 04H, it moves to step S671-5.

[0609] (Step S671-5) The main CPU 300a increments the flag value of the variable pattern selection state flag (adds 01H) and terminates the state setting process. Here, the variable pattern selection state flag is set when the big win game ends, but the variable pattern selection state flag only needs to be stored based on a game state flag (state information) that can identify the game state between the time a special symbol is determined and the time when the next special symbol is determined in the game state after the big win game has ended.

[0610] The above process realizes the gameplay shown in Figure 66 and the table transitions shown in Figure 67. Here, each time a jackpot is won, the performance of the easy-to-win state is increased by one level until the game transitions to the 4th easy-to-win state. Furthermore, when the game state is set, the variable pattern selection state flag is set to the appropriate value simply by incrementing its value. This reduces the processing load.

[0611] In this explanation, we described a case where the fluctuation efficiency is higher for states that are easier to win and have favorable termination conditions. However, the fluctuation efficiency may be set lower for states that are easier to win and have favorable termination conditions. Alternatively, in the first embodiment, the fluctuation efficiency may be equal for all states that are easy to win.

[0612] Furthermore, in the first embodiment, a game state flag is provided as information to identify the game state. The game state is determined by setting the game state flag, and the game state is set or changed by setting or changing the game state flag. In this embodiment, a variation pattern selection state flag is provided separately from the game state flag, and a table is selected based on the variation pattern selection state flag at the start of the special symbol variation. However, the information referenced when selecting the table may be the game state flag instead of the variation pattern selection state flag.

[0613] As an example, let's set the game state flag indicating the normal state to 00H, and the game state flags indicating the easy-to-win state from the first to the easy-to-win state to the fourth to win state to 01H to 04H, respectively. Then, if we select a table by referring to the game state flag at the start of the special symbol variation, the table will be selected in the same way as in Figure 67.

[0614] In the first embodiment described above, the new gameplay was explained based on the gameplay of the second reference example having a probability variation function. However, the above gameplay may also be applied to the first reference example, which is a regular ST machine, or the third reference example, which has the second type of gameplay. However, when applied to the first reference example, which is a regular ST machine, the main termination condition in each easy-to-win state is the number of regular variation cycles (or the number of times the regular electric mechanism solenoid 122c is operated), and when applied to the third reference example, which has the second type of gameplay, it is preferable to set the number of special 2 variation cycles as the main termination condition in each easy-to-win state.

[0615] In addition, the gameplay characteristics of the standard ST machine (first reference example) and the second type (third reference example) may also be applied to the various modified examples described below.

[0616] Next, various modifications of the first embodiment will be described.

[0617] <First modified example of the first embodiment> Figure 70 is a diagram illustrating the random number determination table for the winning symbol according to the first modification of the first embodiment. The first modification of the first embodiment differs from the first embodiment in that the table used to determine the type of winning symbol is different. When a jackpot is won in the big role lottery based on special 1 reserve, the type of special symbol, i.e., the jackpot symbol, is determined using the random number determination table for special 1 shown in Figure 70(a). Also, when a jackpot is won in the big role lottery based on special 2 reserve, the type of special symbol, i.e., the jackpot symbol, is determined using the random number determination table for special 2 shown in Figure 70(b).

[0618] Here, if a jackpot is won based on Special Symbol 1, the jackpot symbols, Special Symbols A and B, are determined with a 50% probability each. Also, if a jackpot is won based on Special Symbol 2, the jackpot symbol, Special Symbol C1, is determined with a 60% probability, Special Symbols C2 and C3 are determined with a 10% probability each, and Special Symbol D is determined with a 20% probability. In the following, if Special Symbols C1, C2, and C3 are not distinguished, they will be referred to as Special Symbol C.

[0619] In this case, if special symbols A and B are determined, five rounds of gameplay will be performed in the big win game, and if special symbols C1, C2, C3, and D are determined, ten rounds of gameplay will be performed in the big win game. However, the number of rounds of gameplay can be set as appropriate for each winning symbol.

[0620] Figure 71 is a diagram illustrating a game state setting table for setting the game state after the completion of a major prize game according to the first modified example of the first embodiment. The first modified example differs from the first embodiment in the table used to set the game state. In the first modified example as well, the game state after the major prize game and its termination conditions are set based on the combination of the type of jackpot symbol and the game state at the time of winning the jackpot. In the first modified example as well, there are four game states: normal state, first easy-to-win state, second easy-to-win state, third easy-to-win state and fourth easy-to-win state. The performance of each of these game states in the first modified example, that is, the probability of winning a jackpot, the probability of winning a regular symbol in the regular symbol lottery, and the conditions for opening the second start opening 122, etc., are the same as in the first embodiment.

[0621] If a jackpot is won in the jackpot lottery and special symbol A is determined as the jackpot symbol, the game state after the jackpot game will be set as follows, based on the game state at the time of the jackpot win. Specifically, if special symbol A is determined in the normal state, the game state after the jackpot game will be set to the easy-to-win-first-prize state, and the termination condition will be set to 100 special symbol spins. If special symbol A is determined in the easy-to-win-first-prize state, the game state after the jackpot game will be set to the easy-to-win-second-prize state, and the termination condition will be set to 110 special symbol spins. If special symbol A is determined in the easy-to-win-second-prize state, the game state after the jackpot game will be set to the easy-to-win-third-prize state, and the termination condition will be set to 120 special symbol spins.

[0622] Furthermore, if special symbol A is determined in the third easy-to-win state, the game state after the big win is set to the fourth easy-to-win state, and the termination condition is set to 130 special symbol spins. Furthermore, if special symbol A is determined in the fourth easy-to-win state, the game state after the big win is set to the fourth easy-to-win state, and the termination condition is set to 130 special symbol spins.

[0623] Furthermore, if special symbols B or C1 are determined, the game state after the big win will be set based on the game state at the time of the big win, just as when special symbol A is determined.

[0624] Furthermore, if special symbol C2 is determined in the normal state, the game state after the big win is set to the easy first win state, and the termination condition is set to 100 special symbol spins. Furthermore, if special symbol C2 is determined in the easy first win state, the game state after the big win is set to the easy first win state, and the termination condition is set to 100 special symbol spins. Furthermore, if special symbol C2 is determined in the easy second win state, the game state after the big win is set to the easy third win state, and the termination condition is set to 120 special symbol spins.

[0625] Furthermore, if special symbol C2 is determined in the third easy-to-win state, the game state after the big win is set to the fourth easy-to-win state, and the termination condition is set to 130 special symbol spins. Furthermore, if special symbol C2 is d...

Claims

1. A game board in which a game area is formed through which game balls flow, A starting area provided in the aforementioned game area, A movable means that can be displaced to a state that facilitates the entry of the game ball into the starting area, The aforementioned game area includes an entry area into which game balls can enter, A normal game execution means that performs a normal game, in which, based on the entry of a game ball into the entry area, one of a plurality of normal symbols, including at least a normal winning symbol, is determined, the determined normal symbol is stopped and displayed on the normal symbol display unit, and when the normal winning symbol is stopped and displayed on the normal symbol display unit, the movable means is displaced to a state that facilitates the entry of a game ball into the starting area; Information acquisition means that acquires predetermined information based on the entry of a game ball into the starting area and stores it in a storage unit within a predetermined upper limit, A special game execution means that, upon fulfillment of the starting conditions, determines one of a plurality of special symbols, including at least a special winning symbol and a specific symbol, based on the predetermined information, determines the variation time until the determined special symbol is stopped and displayed on the special symbol display unit, stops and displays the special symbol on the special symbol display unit when the determined variation time has elapsed, and executes a special game in which a large prize opening game is performed in which a large prize opening provided in the game area is opened and closed when the special winning symbol is stopped and displayed on the special symbol display unit, A state setting means for setting a game state in which the conditions for the progress of the game are defined, Equipped with, The aforementioned game states include a normal state and a first easy-to-win state and a second easy-to-win state in which the movable means is more easily displaced to a state that makes it easier for the game ball to enter the starting area than in the normal state. The state setting means is, When the special winning symbol is stopped and displayed on the special symbol display unit and the opening and closing of the big prize slot is performed, the game state after the opening and closing of the big prize slot can be set to the first easy-to-win state. When the specified symbol is displayed in the special symbol display section, the game state after the display of the specified symbol can be set to the second easy-to-win state. The aforementioned special game execution means is: If the special winning symbol is determined in the second easy-to-win state, the variation time is set to a predetermined time. The gaming machine is characterized in that the predetermined time is a time during which the normal game can be played multiple times and the auxiliary game can be played multiple times.

2. The aforementioned special game execution means is: If the special winning symbol is determined in the first easy-to-win state, the variation time is set to a time shorter than the predetermined time. The gaming machine according to claim 1.