Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-03
- Publication Date
- 2026-08-14
AI Technical Summary
【0009】 本発明によれば、演出効果を向上させることができる。
Smart Images

Figure 2026131441000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as shown in Patent Document 1 for example, there is known a gaming machine capable of executing an effect for notifying the number of game balls that can be obtained in a plurality of big-win games in a situation where a plurality of big-win games are executed. [[ID=^{}14]]
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] As described above, in an effect for notifying the number of game balls that can be obtained in a plurality of big-win games, there is a demand for the development of a gaming machine capable of further improving the effect of the effect.
[0005] An object of the present invention is to provide a gaming machine capable of improving the effect of the effect.
Means for Solving the Problems
[0006] In order to solve the above problems, the gaming machine of the present invention includes a plurality of round games in which a large winning opening provided in the game area is opened, and when a specified number of game balls enter the large winning opening during one of the round games, a big-win game control means for controlling a big-win game in which the ongoing round game ends; a prize ball control means for paying out prize balls based on the entry of game balls into the large winning opening; an effect control means for controlling the effect display on the effect display unit during the big-win game; and is provided with the effect control means is During the aforementioned round of gameplay, suggestive effects can be executed. In the aforementioned suggestive performance, a predetermined specific display is shown on the performance display unit. Based on the entry of a game ball into the aforementioned large prize slot, the display mode of the specific display is changed. If the game is being played properly, and after the completion of the currently running major prize game, a predetermined condition is met, which includes at least a predetermined number of subsequent major prize games, the display manner of the specific display indicates that the predetermined condition has been met. It is characterized by the following:
[0007] The aforementioned specific display may be displayed multiple times during a single round of gameplay. The aforementioned specific display modes include a normal display mode and a special display mode that differs from the normal display mode. The aforementioned suggestive effect is, During one round of gameplay, a normal suggestive effect occurs in which the specific display of 1 is displayed in the special display mode, During a single round of gameplay, two or more of the specified displays are shown in the special display mode, or no specified displays in the special display mode are shown, indicating a confirmed outcome. Includes, The aforementioned performance control means is The confirmation indication performance can be executed when the aforementioned predetermined conditions are met. That is also acceptable.
[0008] The patterns of change in the display manner of the specified indication include: A normal change pattern in which the specific display is dynamically displayed based on the entry of a game ball into the aforementioned large prize slot, A first change pattern is established in which, after dynamically displaying the specific display based on the entry of a game ball into the aforementioned large prize slot, the display mode of the specific display is changed to a special display mode when the first timing arrives. After dynamically displaying the specific display based on the entry of a game ball into the large winning opening, when a second timing that is after the first timing arrives, a second change pattern for changing the display mode of the specific display to the special display mode, is included, the effect control means, when the predetermined condition is not satisfied, change the display mode of the specific display in the normal change pattern, when the predetermined condition is satisfied, the display mode of the specific display can be changed by either the first change pattern or the second change pattern, may be used.
Advantages of the Invention
[0009] According to the present invention, the effect can be improved.
Brief Description of the Drawings
[0010] [Figure 1] It is a perspective view of a gaming machine showing a state where the door according to the embodiment is open. [Figure 2] It is a front view of a gaming machine according to the embodiment. [Figure 3] It is a diagram for explaining the large winning opening according to the embodiment. [Figure 4] It is a block diagram showing the internal configuration of a control means for controlling the progress of a game according to the embodiment. [Figure 5] It is an address map of a memory area used by the main CPU according to the embodiment. [Figure 6] (a) is a diagram for explaining a special first jackpot determination random number determination table according to the embodiment, and (b) is a diagram for explaining a special second jackpot determination random number determination table according to the embodiment. [Figure 7] It is a diagram for explaining a winning symbol random number determination table according to the embodiment. [Figure 8] It is a diagram for explaining a reach group determination random number determination table according to the embodiment. [Figure 9]It is a diagram for explaining the reach mode determination random number determination table according to the embodiment. [Figure 10] It is a diagram for explaining the variation pattern random number determination table according to the embodiment. [Figure 11] It is a diagram for explaining the variation time determination table according to the embodiment. [Figure 12] It is a diagram for explaining the special electric accessory operation ram set table according to the embodiment. <This is a flowchart illustrating the timer interrupt processing in the main control board according to the embodiment. [Figure 24] This is a flowchart illustrating the setting-related processing in the main control board according to the embodiment. [Figure 25] This is a flowchart illustrating the switch management process in the main control board according to the embodiment. [Figure 26] This is a flowchart illustrating the gate passage process in the main control board according to the embodiment. [Figure 27] This is a flowchart illustrating the first start port passage process in the main control board according to the embodiment. [Figure 28] This is a flowchart illustrating the second start port passage process in the main control board according to the embodiment. [Figure 29] This is a flowchart illustrating the special symbol random number acquisition process in the main control board according to the embodiment. [Figure 30] This is a flowchart illustrating the performance determination process at the time of acquisition in the main control board according to the embodiment. [Figure 31] This is a flowchart illustrating the process of passing through a specific region in the main control board 300 according to the embodiment. [Figure 32] This diagram illustrates the special game management phase according to the embodiment. [Figure 33] This is a flowchart illustrating the special game management process in the main control board according to the embodiment. [Figure 34] This is a flowchart illustrating the special symbol variation waiting process in the main control board according to the embodiment. [Figure 35] This is a flowchart illustrating the special symbol hit detection process in the main control board according to the embodiment. [Figure 36] This is a flowchart illustrating the special symbol variation number determination process in the main control board according to the embodiment. [Figure 37] This is a flowchart illustrating the special symbol variation processing in the main control board according to the embodiment. [Figure 38]This is a flowchart illustrating the special symbol stop symbol display process in the main control board according to the embodiment. [Figure 39] This is a flowchart illustrating the fluctuating state update process in the main control board according to the embodiment. [Figure 40] This is a flowchart illustrating the game state change process in the main control board according to the embodiment. [Figure 41] This is a flowchart illustrating the pre-processing for opening the main prize slot in the main control board according to the embodiment. [Figure 42] This is a flowchart illustrating the opening and closing switching process for the main prize slot in the main control board according to the embodiment. [Figure 43] This is a flowchart illustrating the control process for opening the main prize slot in the main control board according to the embodiment. [Figure 44] This is a flowchart illustrating the process for activating the closing of the large prize slot in the main control board according to the embodiment. [Figure 45] This is a flowchart illustrating the large prize entry end-of-game wait process in the main control board according to the embodiment. [Figure 46] This diagram illustrates the normal game management phase according to the embodiment. [Figure 47] This is a flowchart illustrating the normal game management process in the main control board according to the embodiment. [Figure 48] This is a flowchart illustrating the normal pattern change waiting process in the main control board according to the embodiment. [Figure 49] This is a flowchart illustrating the processing during normal pattern variation in the main control board according to the embodiment. [Figure 50] This is a flowchart illustrating the normal symbol stop symbol display process in the main control board according to the embodiment. [Figure 51] This is a flowchart illustrating the pre-processing for opening the ordinary electric prize entry slot in the main control board according to the embodiment. [Figure 52] This is a flowchart illustrating the switching process for opening and closing the ordinary electric prize slot in the main control board according to the embodiment. [Figure 53] This is a flowchart illustrating the control process for opening the ordinary electric prize winning slot in the main control board according to the embodiment. [Figure 54] This is a flowchart illustrating the process for closing the ordinary electric prize entry slot in the main control board according to the embodiment. [Figure 55] This is a flowchart illustrating the normal electric prize entry point end-of-wait processing in the main control board according to the embodiment. [Figure 56] (a) is a diagram illustrating the customization of the game's presentation, and (b) is a diagram illustrating the relationship between the customization of the presentation and the game state. [Figure 57] This diagram illustrates the relationship between the second custom setting and error sounds. [Figure 58] This diagram illustrates the relationship between higher modes and bonus features. [Figure 59] This is the first diagram illustrating the minimum number of balls that can be obtained. [Figure 60] This is the second diagram, which explains the minimum number of balls that can be obtained. [Figure 61] This is the third diagram, which explains the minimum number of balls that can be obtained. [Figure 62] This is the fourth diagram, which explains the minimum number of balls that can be obtained. [Figure 63] (a) is a diagram illustrating the variation time for each game state, and (b) is a diagram illustrating the conditions for executing the bonus feature. [Figure 64] This is the first diagram illustrating the number of notifications. [Figure 65] This is the second diagram illustrating the number of notifications. [Figure 66] This is the third diagram explaining the number of notifications. [Figure 67] This is the fourth diagram explaining the number of notifications. [Figure 68] This diagram explains the bonus features in the second upper-level B mode. [Figure 69] This diagram illustrates the correspondence between the second custom character and the character displayed in the cut-in animation. [Figure 70] This is a diagram explaining special bonus features. [Figure 71](a) is a diagram illustrating the conditions for the occurrence of special bonus effects, and (b) is a diagram illustrating the probability of determining the bonus effect. [Figure 72] This is the first diagram illustrating the bonus features in the third upper-level B mode. [Figure 73] This is the second diagram illustrating the bonus features in the third upper-level B mode. [Figure 74] This is the third diagram, which explains the bonus features in the third upper-level B mode. [Figure 75] (a) is a diagram illustrating the relationship between the number of rounds played and the probability of bonus features occurring, and (b) is a diagram illustrating the display patterns and suggestive content of specific displays. [Figure 76] This diagram illustrates the placement patterns of specific displays. [Figure 77] This is a flowchart illustrating the sub-CPU initialization process of the sub-control board according to the embodiment. [Figure 78] This is a flowchart illustrating the sub-timer interrupt processing of the sub-control board according to the embodiment. [Figure 79] This is a flowchart illustrating the input operation analysis process of the sub-control board according to the embodiment. [Figure 80] This is a flowchart illustrating the custom settings process for the sub-control board according to the embodiment. [Figure 81] This is a flowchart illustrating the performance mode selection process of the sub-control board according to the embodiment. [Figure 82] This is a flowchart illustrating the error specification command reception process of the sub-control board according to the embodiment. [Figure 83] This is a flowchart illustrating the variable command reception process of the sub-control board according to the embodiment. [Figure 84] This is a flowchart illustrating the process of receiving an opening specification command for the sub-control board according to the embodiment. [Figure 85] This is a flowchart illustrating the first performance determination process of the sub-control board according to the embodiment. [Figure 86]This is a flowchart illustrating the second performance determination process of the sub-control board according to the embodiment. [Figure 87] This is a flowchart illustrating the process of receiving a command to specify the opening of the main prize slot on the sub-control board according to the embodiment. [Figure 88] This is a flowchart illustrating the process of receiving an ending specification command on the sub-control board according to the embodiment. [Figure 89] This is a flowchart illustrating the process of receiving a command to specify the ball to be entered into the grand prize slot on the sub-control board according to the embodiment. [Modes for carrying out the invention]
[0011] 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.
[0012] Figure 1 is a perspective view of a gaming machine 100 according to an embodiment, showing the door in an open state. As shown in the figure, the gaming machine 100 comprises an outer frame 102 in which a surrounding space is formed by four sides arranged in a roughly rectangular shape, an inner frame 104 attached to the outer frame 102 so as to be openable and closable by a hinge mechanism, and a front frame 106 attached to the inner frame 104 so as to be openable and closable by a hinge mechanism.
[0013] 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.
[0014] Figure 2 is a front view of the gaming machine 100 according to this embodiment. As shown in this figure, an operating handle 112 is provided at the lower part of the front frame 106, protruding towards the front of the gaming machine 100. This operating handle 112 is provided so that it can be rotated 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 way rises between rails 114a and 114b provided on the game board 108 and is guided to the game area 116.
[0015] 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.
[0016] 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.
[0017] 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.
[0018] 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.
[0019] 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.
[0020] 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.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] Figure 3 is a diagram illustrating the large prize opening 128 according to the embodiment. The second game area 116b is provided with a structure 128a that protrudes from the front side of the game board 108. This structure 128a has an opening formed at its top, and this opening becomes the 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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.
[0040] 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.
[0041] (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 embodiment.
[0042] 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.
[0043] The gaming machine 100 of this embodiment is broadly divided into a special game, which is started by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game, which is started when a game ball passes through the gate 124. The main ROM 300b of the main control board 300 stores various programs for running the special game and the normal game, as well as data and tables necessary for each type of game.
[0044] 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
[0045] 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.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] Furthermore, a setting change switch 180s is provided on the back of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. When the setting change switch 180s is turned ON, it is possible to change and confirm the setting value. In this embodiment, the game machine 100 stores one of several setting values with different degrees of advantage as a registered setting value in the setting value buffer, and the game can proceed according to the stored registered setting value. However, here we will describe a case where the program is designed to allow the setting value to be changed, but in reality only one setting value (setting value = 1) is provided.
[0050] 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.
[0051] 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.
[0052] Furthermore, the main control board 300 is connected to the dispensing control board 310 and the sub-control board 330.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] Figure 5 shows the address map of the memory area used by the main CPU 300a according to this embodiment. In Figure 5, addresses are shown in hexadecimal, and "H" indicates a hexadecimal number. As shown in Figure 5, the memory area used by the main CPU 300a includes the memory area allocated to the main ROM 300b (0000H to 2FFFH) and the memory area allocated to the main RAM 300c (F000H to F3FFH).
[0063] 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).
[0064] 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).
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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).
[0069] 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.
[0070] Furthermore, in addition to the used and unused memory areas, the main RAM300c also includes unused areas (F200H~F20FH) and unused areas (F229H~F3FFH).
[0071] 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.
[0072] 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.
[0073] 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.
[0074] Next, the gameplay in the gaming machine 100 of this embodiment will be explained along with the various tables stored in the main ROM 300b.
[0075] As described above, the gaming machine 100 of this embodiment has two types of games, a special game and a regular game, that proceed in parallel. When these two games are in progress, the game proceeds in either a non-time-saving game state or a time-saving game state.
[0076] The non-time-saving game state is a game state in which the movable piece 122b is less likely to open and game balls are less likely to enter the second start opening 122. 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 game balls are more likely to enter the second start opening 122. The initial state of the game machine 100 is set to the non-time-saving game state.
[0077] When a player operates the control handle 112 to launch a game ball into the game area 116, and the game ball flowing down the game area 116 enters the first start opening 120 or the second start opening 122, a lottery is held to determine whether or not to award the player a game prize (hereinafter referred to as the "Big Prize Lottery"). If the Big Prize Lottery results in a big win 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. After the big prize game ends, the game is set to one of the above game states. The Big Prize Lottery method will be explained below.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] Figure 6(a) is a diagram illustrating the jackpot determination random number judgment table for special case 1 according to the embodiment, and Figure 6(b) is a diagram illustrating the jackpot determination random number judgment table for special case 2 according to the embodiment. When a game ball enters the first start port 120 or the second start port 122, one jackpot determination random number is obtained from the range of 0 to 65535, and a jackpot lottery is performed using the obtained jackpot determination random number and the jackpot determination random number judgment table.
[0083] When initiating a big win lottery for a Special 1 reserved ball, the lottery is conducted by referring to the Special 1 big win determination random number judgment table shown in Figure 6(a). According to this Special 1 big win determination random number judgment table, a big win is determined if the big win determination random number is between 10001 and 10329, 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 / 199.2.
[0084] Furthermore, when initiating a major prize draw for a Special 2 reserved ball, the major prize draw is performed by referring to the Special 2 jackpot determination random number judgment table shown in Figure 6(b). According to this Special 2 jackpot determination random number judgment table, a jackpot is determined if the jackpot determination random number is between 10001 and 10329, a minor prize is determined if the jackpot determination random number is between 20001 and 25000, a specific miss is determined if the jackpot determination random number is between 30001 and 31000, and a miss is determined if the jackpot determination random number is any other. Therefore, in this case, the probability of a jackpot is approximately 1 / 199.2, the probability of a minor prize is approximately 1 / 13.1, and the probability of a specific miss is approximately 1 / 65.5.
[0085] Furthermore, if you win a specific losing combination, the game state may be set to a time-saving game state. As will be explained in more detail later, if you win a specific losing combination while in a non-time-saving game state, the game state will transition from a non-time-saving game state to a time-saving game state. On the other hand, if you win a specific losing combination while in a time-saving game state, no processing related to setting the game state will be performed, and it will be treated the same as a normal losing combination. In the following, if there is no distinction between a specific losing combination and a normal losing combination, they will simply be referred to as a losing combination.
[0086] Figure 7 is a diagram illustrating the winning symbol random number determination table according to the embodiment. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is obtained from the range of 0 to 199. Then, when the above-mentioned major prize lottery results in a "big win," "minor win," or "specific miss," 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, the special 1 winning symbol random number determination table is selected, as shown in Figure 7(a).
[0087] Furthermore, if a "Big Win" is achieved through the Special 2 Reserve, the Special 2 Winning Symbol Random Number Determination Table a is selected, as shown in Figure 7(b). If a "Minor Win" is achieved through the Special 2 Reserve, the Special 2 Winning Symbol Random Number Determination Table b is selected, as shown in Figure 7(c). If a "Specific Miss" is achieved through the Special 2 Reserve, the Special 2 Winning Symbol Random Number Determination Table c is selected, as shown in Figure 7(d). Hereafter, the special symbols determined by the winning symbol random number, that is, the special symbols determined when a Big Win is achieved, will be called Big Win symbols, the special symbols determined when a Minor Win is achieved will be called Minor Win symbols, the special symbols determined when a Specific Miss is achieved will be called Specific Miss symbols, and the special symbols determined when a normal Miss is achieved will be called Miss symbols.
[0088] According to the special symbol random number determination table for special symbol 1 shown in Figure 7(a), 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. Here, if a jackpot is won based on special symbol 1, special symbols A, B, and C, which are jackpot symbols, are determined with probabilities of 58%, 2%, and 40%, respectively. Also, if a jackpot is won based on special symbol 2, according to the special symbol random number determination table a for special symbol 2 shown in Figure 7(b), special symbol D, which is a jackpot symbol, is always determined.
[0089] Furthermore, if a minor win is achieved based on the Special 2 Reserve, according to the Special 2 Winning Symbol Random Number Determination Table b shown in Figure 7(c), the special symbols a, b, c, and d, which are minor win symbols, are determined with probabilities of 50%, 5%, 35%, and 10%, respectively. Also, if a specific loss is achieved based on the Special 2 Reserve, according to the Special 2 Winning Symbol Random Number Determination Table c shown in Figure 7(d), the special symbol YC, which is a specific loss symbol, is always determined. Note that the special symbol YC is the so-called C time-saving symbol.
[0090] On the other hand, if the result of the major role lottery is "miss," and that result is derived by special reserve 1, special symbol X is determined as the losing symbol without conducting a lottery. If that result is derived by special reserve 2, special symbol Y is determined as the losing symbol without conducting a lottery.
[0091] In other words, the winning symbol random number determination table is only referenced when the major role lottery result is "Big Win," "Minor Win," or "Specific Miss," and is not referenced when the major role lottery result is "Miss." 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 a. 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.
[0092] Figure 8 is a diagram illustrating the reach group determination random number judgment table according to the embodiment. Multiple reach group determination random number judgment tables are provided, and a pre-set table is selected according to the type of hold, the number of holds, the game state, the fluctuation state associated with the game state, etc. When a game ball enters the first start opening 120 or the second start opening 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, when the big win lottery result is derived, a process is performed to determine the fluctuation performance pattern that notifies the big win lottery result. In the embodiment, when the big win lottery result is "miss", the group type is first determined by the reach group determination random number and the reach group determination random number judgment table in determining the fluctuation performance pattern. The fluctuation state is a concept set separately from the game state, which specifies which table is referred to to determine the fluctuation performance pattern.
[0093] 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 8(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 8(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 8(c), the reach group determination random number judgment table 3 is selected. Note that in Figure 8, 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.
[0094] 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.
[0095] 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."
[0096] Figure 9 is a diagram illustrating the random number determination table for determining the reach mode according to the embodiment. This random number determination table for determining the reach mode is broadly divided into a random number determination table for determining the reach mode when the big role lottery result is "miss", a random number determination table for determining the reach mode when the big role lottery result is "jackpot", a random number determination table for determining the reach mode when the big role lottery result is "minor hit", and a random number determination table for determining the reach mode when the big role lottery result is "specific miss". The random number determination table for determining the reach mode when missing is provided for each group type determined as described above, and the random number determination table for determining the reach mode when jackpot, the random number determination table for determining the reach mode when minor hit, and the random number determination table for determining the reach mode when specific miss are provided for each type of hold.
[0097] 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 9(a), an example of the reach mode determination random number judgment table for special 1 when a big win occurs is shown in Figure 9(b), an example of the reach mode determination random number judgment table for special 2 when a big win occurs is shown in Figure 9(c), an example of the reach mode determination random number judgment table for special 2 when a small win occurs is shown in Figure 9(d), and an example of the reach mode determination random number judgment table for special 2 when a specific miss occurs is shown in Figure 9(e).
[0098] 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 9(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 9(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.
[0099] Furthermore, if the result of the above major role lottery is a "minor win," as shown in Figure 9(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. Also, if the result of the above major role lottery is a "specific miss," as shown in Figure 9(e), a random number determination table for determining the reach mode during a specific miss 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 specific miss and the reach mode determination random number.
[0100] Furthermore, in each reach mode determination random number judgment table, the reach mode determination random number is associated with the variation mode number and the variation pattern random number judgment table described later, and the variation pattern random number judgment table is determined at the same time as the variation mode number is determined. Note that in Figure 9, table x written in the column for the variation pattern random number judgment table indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number judgment table are determined according to the acquired reach group determination random number and the type of reach mode determination random number judgment table to be referenced. In addition, in this embodiment, the variation mode number and the variation pattern number described later are set in hexadecimal. In the following, "H" is used to indicate hexadecimal numbers, but "○○H" written in Figures 9 to 11 indicates an arbitrary value expressed in hexadecimal.
[0101] 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 7. Then, according to the determined group type and game state, the variable mode number and variable 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 9(a).
[0102] On the other hand, if the result of the major role lottery is "Big Win," "Minor Win," or "Specific Miss," the random number determination table for determining the reach mode, shown in Figure 9, which corresponds to the type of special symbol determined and the game state at the time of winning, will be used to determine the variation mode number and the variation pattern random number determination table.
[0103] Figure 10 illustrates a random number determination table for a variation pattern according to an embodiment. Here, a random number determination table x for a predetermined table number x is shown, but many other random number determination tables for each table number are also provided.
[0104] 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.
[0105] 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.
[0106] Figure 11 is a diagram illustrating the variation time determination table according to the embodiment. As described above, once the variation mode number is determined, variation time 1 is determined according to the variation time 1 determination table shown in Figure 11(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.
[0107] 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 11(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.
[0108] 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.
[0109] Figure 12 is a diagram illustrating a special electric mechanism operation ramset table according to an embodiment. 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.
[0110] When a special symbol A, B, C, D (which is a jackpot symbol) or a special symbol a, b, c, d (which is a minor jackpot symbol) is determined, as shown in Figure 12, 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.
[0111] 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).
[0112] In this embodiment, when special symbols A, B, or C, which are the winning symbols, are determined, a special game consisting of two rounds is executed in each case, and when special symbol D is determined, a special game consisting of ten rounds is executed. Each round ends when a predetermined number (10 balls) of game balls enter the large prize slot 128, or when a predetermined time (in this case, 29.0 seconds) has elapsed since the large prize slot 128 was opened.
[0113] Furthermore, if special symbols a, b, c, and d, which are minor winning symbols, are determined, a minor winning game consisting of one round of gameplay is executed. In the minor winning game executed when special symbols a, b, c, and d are determined, the opening and closing of the large prize slot 128 is repeatedly performed. Specifically, in the minor winning game, the large prize slot 128 opens for 0.15 seconds and closes for 2.0 seconds 10 times. In this embodiment, the prescribed number of large prize slots 128 is set to 10, and the minor winning game ends when the 0.15-second × 10 openings are completed, or when the prescribed number of game balls enter the large prize slot 128. Here, if the game is played properly, the system is configured to ensure that the prescribed number of game balls enter the large prize slot 128. However, the opening time and closing time of the large prize slot 128, as well as the number of times the large prize slot 128 is opened, are not particularly limited.
[0114] In this game, the large prize opening 128 is equipped with a specific area 140 and a non-specific area 141. Any game ball that enters the large prize opening 128 will always enter either the specific area 140 or the non-specific area 141. In a minor prize game, if a game ball that enters the large prize opening 128 enters the specific area 140, a type 2 jackpot is awarded, and following the minor prize game, a major prize game is executed in which the large prize opening 128 is opened.
[0115] At this time, if special symbols a, b, and c are determined as minor winning symbols, the big prize game will be played nine times (2 to 10 rounds). If special symbol d is determined as a minor winning symbol, the big prize game will be played once (2 rounds). Each round of the big prize game played when a two-type big win is achieved will end when a specified number (10 balls) of game balls enter the big prize slot 128, or when a predetermined time (29.0 seconds in this case) has elapsed since the big prize slot 128 opened.
[0116] Figure 13 illustrates the opening and closing modes of the large prize opening 128 and the opening and closing modes of the specific area 140 by the movable member 142. As shown in Figure 13, in a small prize game in which the large 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 large 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.
[0117] Specifically, as shown in Figure 13, when special symbols a, b, c, and d are determined and a minor win game is executed, 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.
[0118] 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%.
[0119] In this case, it is assumed that regardless of which minor winning symbol is selected, the game ball can enter the specific area 140 during the minor winning game; that is, regardless of the type of minor winning symbol, it is possible to win one of the two major jackpots. However, for example, a minor winning symbol may be provided in which the major prize opening 128 is opened and closed in such a way that the game ball cannot enter the specific area 140.
[0120] Figure 14 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 embodiment. In this embodiment, when a major prize game is performed, the game state after the completion of the major prize game is set according to the combination of the type of special symbol determined and the game state at the time the special symbol was determined (when the major prize lottery was performed).
[0121] In this embodiment, as described above, there is a non-time-saving game state in which the second start opening 122 is difficult to open, and a time-saving game state in which the second start opening 122 is easier to open than in the non-time-saving game state. In this embodiment, "the second start opening 122 is easy to open" means that the movable piece 122b of the second start opening 122 is more likely to operate in a manner that makes it easier for the game ball to enter the second start opening 122. Specifically, as will be described later, this means that a state in which the movable piece 122b is activated when the regular symbol L is won in the regular symbol lottery is more likely to occur. In other words, the time-saving game state is a state in which it is easier for the game ball to enter the second start opening 122 than in the non-time-saving game state.
[0122] When the game state is set to a time-saving game state, termination conditions for the time-saving game state are also set. When the termination conditions are met through the progress of the game in the time-saving game state, the time-saving game state ends and the game transitions to a non-time-saving game state. Here, different termination conditions may be set when the game state is set to a time-saving game state. In the following, multiple time-saving game states with different termination conditions will be described as separate game states.
[0123] In this embodiment, multiple time-saving game states are provided: a lower-prize easy-to-win state, a higher-prize easy-to-win state, and a next-chance guaranteed state. As described above, these lower-prize easy-to-win state, higher-prize easy-to-win state, and next-chance guaranteed state are all time-saving game states with common opening and closing conditions for the second start port 122, but their termination conditions differ. In the main control board 300, the lower-prize easy-to-win state, higher-prize easy-to-win state, and next-chance guaranteed state are managed as separate game states, and different tables are referenced when determining the above-mentioned variable mode number and variable pattern number. In the following, when the lower-prize easy-to-win state, higher-prize easy-to-win state, and next-chance guaranteed state are not distinguished, they may be referred to as time-saving game states, and non-time-saving game states may be referred to as normal states. The normal state is the initial state of the game machine 100.
[0124] Here, the termination conditions are set to the number of special 2 variations and the total number of variations. Of the termination conditions, the number of special 2 variations is the number of times the symbol variation process based on special 2 hold (hereinafter referred to as special 2 variation) is performed, and is set in the time-saving game state count counter (for special 2) when the game is set to time-saving game state. The number of special 2 variations is then deducted each time a special 2 variation is performed in the time-saving game state. When the remaining number of special 2 variations is updated from 1 to 0, the time-saving game state ends and the game is set to a non-time-saving game state. The number of special 2 variations set in the time-saving game state count counter (for special 2) may 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, or it may be deducted at the start of a special 2 variation.
[0125] The termination condition, the total number of variations, is the sum of the number of variations in the symbols based on Special 1 reserve (hereinafter referred to as Special 1 variation) and Special 2 variation, and is set in the time-saving game count counter (for total) when the time-saving game state is set. The total number of variations is then deducted each time a major role lottery is performed in the time-saving game state, that is, each time a variation process is performed. When the remaining number of total variations 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 variations may also be deducted at the start of Special 1 variation or Special 2 variation.
[0126] Thus, when any one of the above termination conditions is met, the time-saving game state ends, and the game state transitions to the non-time-saving game state, i.e., the normal state.
[0127] As shown in Figure 14, when the game state is set to a state where lower-tier prizes are easily won, the termination conditions are set to 1 special 2 spin and 5 total spins. When the game state is set to a state where higher-tier prizes are easily won, the termination conditions are set to 13 special 2 spins and 14 total spins. When the game state is set to a state where the next win is guaranteed, the termination conditions are set to 255 special 2 spins and 255 total spins.
[0128] If you win special symbols A or B in the normal state, the game state after the big win will be set to a state where lower-ranked wins are easy. Also, if you win special symbol C in the normal state, the game state after the big win will be set to the normal state. Note that when the game state is set to the normal state, no termination conditions are set. Also, if you win special symbols D, a, b, c, or d in the normal state, the game state after the big win will be set to a state where higher-ranked wins are easy.
[0129] Furthermore, if you win special symbols A, B, or C while in the lower-prize easy-win state, the game state after the big win will be set to the lower-prize easy-win state. Also, if you win special symbols D, c, or d while in the lower-prize easy-win state, the game state after the big win will be set to the upper-prize easy-win state. Also, if you win special symbols a or b while in the lower-prize easy-win state, the game state after the big win will be set to the next win guaranteed state.
[0130] Furthermore, if you win special symbols A, B, C, D, c, or d while in the state where it is easy to win a top prize, the game state after the big win will be set to the state where it is easy to win a top prize. Also, if you win special symbols a or b while in the state where it is easy to win a top prize, the game state after the big win will be set to the state where the next win is guaranteed.
[0131] Furthermore, if you win special symbols A, B, C, c, or d in the next confirmed state, the game state after the big win will be set to the next confirmed state. Also, if you win special symbols D, a, or b in the next confirmed state, the game state after the big win will be set to the high-prize easy state.
[0132] Furthermore, in the normal state, if the special symbol YC, which is a specific losing symbol, is won, the game state will be set to a state where it is easy to win higher prizes without going through a major prize game. However, if the special symbol YC is won in the time-saving game state, the game state will not be set, and in this case, the time-saving counter will be deducted as in the case of a normal losing spin.
[0133] Figure 15(a) is a diagram illustrating the random number determination table for determining a regular win in a non-time-saving game state according to the embodiment, and Figure 15(b) is a diagram illustrating the random number determination table for determining a regular win in a time-saving game state according to the embodiment. When a game ball flowing down the game area 116 passes through the gate 124, a determination process for determining the type of win (hereinafter referred to as "regular draw") is performed, which is associated with whether or not to energize the movable piece 122b of the second start opening 122.
[0134] 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.
[0135] When a regular drawing is initiated in a non-time-saving game state, the regular drawing win determination random number table for non-time-saving game states is referenced, as shown in Figure 15(a). According to this table, if the winning determination random number is 0, it is determined to be a regular drawing win, and if the winning determination random number is between 1 and 65536, it is determined to be a regular drawing loss. Therefore, the probability of winning a regular drawing in a non-time-saving game state is approximately 0 / 1.
[0136] When a regular drawing is initiated in the time-saving game state, the time-saving game state regular drawing win determination random number table is referenced, as shown in Figure 15(b). According to this time-saving game state regular drawing win determination random number table, if the winning determination random number is between 0 and 65535, it is determined to be a regular drawing win, and if the winning determination random number is 65536, it is determined to be a regular drawing loss. Therefore, the probability of winning a regular drawing in a non-time-saving game state is approximately 1 / 1.
[0137] 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 judgment table (not shown). Here, the regular symbol determination random number judgment table always determines regular symbol L. In other words, regular symbol L is the regular symbol win symbol, and when regular symbol L is displayed on the regular symbol indicator 168, an auxiliary game is executed and the second start opening 122 is controlled to open. As will be explained in more detail later, regular symbol L can be said to be a long-opening symbol that keeps the second start opening 122 open for a long time.
[0138] 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.
[0139] Figure 16(a) is a diagram illustrating the data table for the normal symbol variation time for the non-time-saving game state according to the embodiment, Figure 16(b) is a diagram illustrating the data table for the normal symbol variation time for the time-saving game state according to the embodiment, and Figure 16(c) is a diagram illustrating the opening and closing control pattern table according to the embodiment. As described above, when a normal symbol lottery is performed, the variation time of the normal symbols (hereinafter sometimes referred to as normal symbol variation time) is determined. The normal symbol variation time data table is referenced when determining the variation time of a normal symbol when a normal symbol winning symbol or a normal symbol losing symbol is determined by the normal symbol lottery.
[0140] In non-time-saving game mode, the data table for normal symbol variation time for non-time-saving game mode shown in Figure 16(a) is referenced. In non-time-saving game mode, the normal symbol variation time is set to 10 seconds, regardless of the type of normal symbol won. In time-saving game mode, the data table for normal symbol variation time for time-saving game mode shown in Figure 16(b) is referenced. In time-saving game mode, the normal symbol variation time is set to 1 second, regardless of the type of normal symbol won. Once the variation time is determined, the normal symbol display unit 168 will vary (flashing) for the determined time, and when the variation time has elapsed, the normal symbol that won will be displayed on the normal symbol display unit 168.
[0141] 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.
[0142] Then, when the winning symbol for the regular symbol is determined by the regular symbol lottery, and the regular symbol L is 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 16(c). 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.
[0143] 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).
[0144] As is clear from Figure 16(c), 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.
[0145] Here, four special 2 reserves can be stored, and the number of 2 start ports 122 is set to eight. Therefore, by winning with the regular symbol L once, it is possible to perform a major prize lottery based on the special 2 reserves up to five times. However, for example, the number of special 2 reserves may be set to zero, or the number of 2 start ports 122 may be set to one. In this case, when the regular symbol L is won once, it becomes possible to perform a major prize lottery based on the special 2 reserves once (only for the immediate spin), resulting in a unique gameplay experience.
[0146] 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.
[0147] 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.
[0148] Figure 17 is a diagram illustrating the gameplay according to the embodiment. Note that Figure 17 shows the state transitions when the game is being played properly, and the explanation of irregular situations is omitted. The initial state of the game machine 100 is the normal state, as shown in Figure 17(a). The normal state is a non-time-saving game state, and the probability of winning a normal win in the normal draw is approximately 0 / 1. Therefore, the target change to be changed in the normal state is the special 1 change, and in the normal state, the player shoots to the left to get the game ball into the first start opening 120 and enters the first game area 116a. The probability of winning a jackpot in the big win draw based on the special 1 reserve is approximately 1 / 199.2. When a jackpot is won in the big win draw based on the special 1 reserve, special symbols A and B, which are jackpot symbols, are determined with a 60% probability, and special symbol C, which is a jackpot symbol, is determined with a 40% probability.
[0149] If special symbol C is determined, two rounds of gameplay will be played. Since the player can win 150 game balls as prize balls in one round of gameplay, if special symbol C is determined, the player can win 300 prize balls in the big win game. Furthermore, if special symbol C is determined, the game state after the big win game will be set to the normal state.
[0150] Furthermore, if special symbols A and B are determined, the player can win 300 prize balls in the big win game. And, if special symbols A and B are determined, the game state after the big win game is set to the lower prize easy state shown in Figure 17(b1).
[0151] The state where lower-ranking wins are easy is a time-saving game state in which, in the regular drawing, there is approximately a 1 / 1 probability of winning a regular drawing, and the second starting opening 122 opens easily. Therefore, the target change to be changed in the state where lower-ranking wins are easy is the special 2 change, and in the state where lower-ranking wins are easy, the player shoots to the right to get the game ball into the second starting opening 122 and enters the second game area 116b.
[0152] In the state where lower-ranking prizes are easily won, the termination condition is set to 1 special 2 spin count. When a regular symbol win is achieved and the second start opening 122 opens, the player can put a game ball into the second start opening 122. When a game ball first enters the second start opening 122, a special 2 spin starts immediately, and by continuing to launch game balls during this special 2 spin, four special 2 reserves are stored in the second special symbol reserve memory area.
[0153] The combined probability of winning a big win and a small win in the state where lower-tier wins are easy, that is, the combined probability of winning a big win and a type 2 big win, is approximately 1 / 12.3. If a big win is achieved in one special 2 variation in the state where lower-tier wins are easy, a major prize game consisting of 10 rounds of gameplay is executed. Also, if a small win is achieved in one special 2 variation in the state where lower-tier wins are easy, a small win game consisting of one round of gameplay is executed, and if a type 2 big win is achieved in this small win game, a major prize game consisting of one or nine rounds of gameplay is executed. In other words, if a small win or a big win is achieved based on the special 2 reserve, two or ten rounds of gameplay are executed. As described above, 150 prize balls can be obtained in one round of gameplay, so in this case, the player can obtain 300 or 1500 prize balls.
[0154] Then, if special symbols D, c, and d are determined in one special 2 spin while in the lower prize easy state, after winning 300 or 1500 prize balls, the game state is set to the upper prize easy state shown in Figure 17(c1). On the other hand, if special symbols a and b are determined in one special 2 spin while in the lower prize easy state, after winning 1500 prize balls, the game state is set to the next confirmed state shown in Figure 17(d).
[0155] In contrast, if a big win or a small win is not achieved in one Special 2 spin while in the lower-prize easy-win state, that is, if the first Special 2 spin is a miss, the conditions for ending the lower-prize easy-win state are met, and the game state becomes a non-time-saving game state (normal state). However, if the game is played properly, four Special 2 reserves are stored in the second Special Symbol Reserve Memory Area at this time. Here, Special 2 reserves stored when transitioning from the time-saving game state to the non-time-saving game state are sometimes called remaining reserves. Also, the state until the Special 2 spins based on all remaining reserves stored when transitioning to the non-time-saving game state (normal state) are completed is called the remaining reserve consumption state.
[0156] If one special 2 variation in the lower-prize easy state is a miss, the game enters the remaining reserve state shown in Figure 17(b2). In this remaining reserve state, four special 2 variations based on the remaining reserves are executed. The probability of winning a jackpot and a type 2 jackpot at this time, when combined, is approximately 1 / 12.3, the same as in the lower-prize easy state. In the remaining reserve state shown in Figure 17(b2), if a jackpot or a minor win is achieved, the player wins 300 or 1500 prize balls in 2 or 10 rounds of gameplay, and the game state transitions to the upper-prize easy state shown in Figure 17(c1).
[0157] Furthermore, since the remaining reserved ball state is a non-time-saving game state, if a specific miss is won, the game state will transition to the high-prize-winning state shown in Figure 17(c1) without going through the major prize game. The probability of winning a specific miss is approximately 1 / 65.5.
[0158] The state in which it is easy to win a top prize, as shown in Figure 17(c1), is a time-saving game state in which, in the regular prize draw, there is approximately a 1 / 1 probability of winning a regular prize, and the second starting opening 122 opens easily. Therefore, the target change to be changed in the state in which it is easy to win a top prize is the special change 2, and in the state in which it is easy to win a top prize, the player shoots to the right to get the game ball into the second starting opening 122 and enters the second game area 116b.
[0159] In the state where it is easy to win a top prize, the number of special 2 spins is set to 13 as the termination condition. Therefore, in the state where it is easy to win a top prize, the player can perform the big prize lottery based on special 2 reserves 13 times. The combined probability of a big win and a small win in the state where it is easy to win a top prize, that is, the probability of winning a big win and a type 2 big win, is approximately 1 / 12.3. If a big win or a small win is won in the special 2 spin in the state where it is easy to win a top prize, the player can win 300 or 1500 prize balls through 2 or 10 rounds of gameplay.
[0160] Then, in the state where it is easy to win a top prize, if special symbols D, c, and d are determined by the special 2 variation, after winning 300 or 1500 prize balls, the game state is reset to the state where it is easy to win a top prize as shown in Figure 17(c1). On the other hand, in the state where it is easy to win a top prize, if special symbols a and b are determined by the special 2 variation, after winning 1500 prize balls, the game state is set to the state where the next win is confirmed as shown in Figure 17(d).
[0161] In contrast, if a big win or a small win is not achieved during the Special 2 variation while in the state where high-ranking wins are easy, that is, if all 13 Special 2 variations are misses, the conditions for ending the state where high-ranking wins are easy are met, and the game state becomes a non-time-saving game state (normal state). However, if the game has been played properly, at this time, four Special 2 reserves will be stored in the second Special Symbol reserve memory area. Therefore, in this case, the game transitions from the state where high-ranking wins are easy to the state where remaining reserves are consumed, as shown in Figure 17(c2).
[0162] The remaining reserved ball consumption state shown in Figure 17(c2) is the same as the remaining reserved ball consumption state shown in Figure 17(b2) above, and four special 2 variations based on the remaining reserved balls are executed. At this time, the combined probability of winning a big win and a type 2 big win is approximately 1 / 12.3, and the probability of winning a specific miss is approximately 1 / 65.5. In the remaining reserved ball consumption state shown in Figure 17(c2), if a big win or a small win is achieved, the player will win 300 or 1500 prize balls in 2 or 10 rounds of gameplay, and the game state will transition to the high-prize-easy state shown in Figure 17(c1). If a specific miss is achieved, the game state will transition to the high-prize-easy state shown in Figure 17(c1) without going through the big prize game.
[0163] The next confirmed state shown in Figure 17(d) is a time-saving game state, in which the player wins a regular win with a probability of approximately 1 / 1 in the regular draw, and the second start opening 122 easily opens. Therefore, the target change to be changed in the next confirmed state is the special 2 change, and in the next confirmed state, the player shoots to the right to get the game ball into the second start opening 122 and enters the second game area 116b.
[0164] In the next-win-guaranteed state, the number of special 2 variations is set to 255 as the termination condition. Therefore, in the next-win-guaranteed state, the player can execute the big win lottery based on special 2 reserves 255 times. The combined probability of a big win and a small win in the next-win-guaranteed state, that is, the probability of winning a big win and a type 2 big win, is approximately 1 / 12.3. In other words, in the next-win-guaranteed state, it is possible to execute the big win lottery, which has a probability of winning a big win or a small win of approximately 1 / 12.3, up to 255 times. Therefore, the next-win-guaranteed state can be said to be a state in which the execution of the next big win or type 2 big win, i.e., the execution of a big win game, is practically guaranteed in terms of probability.
[0165] Furthermore, if the special symbol d, which is a minor win symbol, is determined, a minor win game is played, and if a jackpot of either type is won, a major prize game consisting of one round is played. In other words, if special symbol d is won, the number of prize balls the player can win is 300. However, if special symbols c or d are won in the next-win-guaranteed state, the next-win-guaranteed state is reset after the major prize game. Therefore, the next-win-guaranteed state continues until a jackpot symbol other than special symbols c or d, or special symbols D, a, or b, which are minor win symbols, are won. Thus, the next-win-guaranteed state can be said to be a state in which the determination of a special symbol that can win 1500 or more prize balls is practically guaranteed. In other words, the next-win-guaranteed state can be said to be a state in which the acquisition of at least 1500 prize balls is guaranteed.
[0166] In the next-round confirmed state, if special symbols c and d are determined in the special 2 variation, after winning 300 or 1500 prize balls, the game state will be reset to the next-round confirmed state. On the other hand, if special symbols D, a, and b are determined in the special 2 variation, after winning 1500 prize balls, the game state will be set to the state where higher prizes are easily awarded.
[0167] As described above, the gaming machine 100 according to this embodiment provides a lower-prize easy-win state which is more advantageous than the normal state, a higher-prize easy-win state which is more advantageous than the lower-prize easy-win state, and a next-chance guaranteed state which is more advantageous than the higher-prize easy-win state. In the lower-prize easy-win state, one special 2 variation is performed, and if a big win or a small win is achieved in this special 2 variation, the player transitions to the higher-prize easy-win state or the next-chance guaranteed state. At this time, the probability of transitioning to the higher-prize easy-win state after winning a small win in the lower-prize easy-win state is 45%, and the probability of transitioning to the next-chance guaranteed state is 55%. Note that these probabilities change slightly when considering the game state to which the player transitions based on winning a big win. However, in game states other than the normal state, the game mainly progresses with small wins, so the probability of transitioning to each game state when a small win is achieved will be explained below.
[0168] Furthermore, if a player does not win a jackpot or a minor win in one Special 2 spin while in the lower-prize easy state, the Special 2 spins based on the four remaining reserved balls acquired during the lower-prize easy state will be executed in the normal state. If a jackpot or minor win is achieved in this Special 2 spin based on the remaining reserved balls, the player will always transition to the upper-prize easy state. In other words, if the player transitions to the lower-prize easy state, they will acquire the right to five Special 2 spins. At this time, if a jackpot or minor win is achieved in the first Special 2 spin, there is a 55% chance of transitioning to the next guaranteed state, but even if a jackpot or minor win is achieved in the second or subsequent Special 2 spins, the player will not transition to the next guaranteed state. Therefore, the first Special 2 spin of the five Special 2 spins is more advantageous to the player than the second and subsequent Special 2 spins.
[0169] On the other hand, in the first of the five special 2 variations, a specific miss is treated as a regular miss, but in the second and subsequent special 2 variations, even a specific miss can lead to a state where it is easy to win a higher prize. Therefore, the probability of transitioning to a more advantageous game state than the lower prize-winning state is higher in the second and subsequent special 2 variations than in the first special 2 variation.
[0170] Furthermore, if a minor win occurs while in the state where high-ranking prizes are easily attainable, the game is set to the next guaranteed state if special symbols a and b are determined, and to the state where high-ranking prizes are easily attainable if special symbols c and d are determined. Conversely, if a minor win occurs while in the next guaranteed state, the game is set to the state where high-ranking prizes are easily attainable if special symbols a and b are determined, and to the next guaranteed state if special symbols c and d are determined. In other words, the special symbols that are set to the state where high-ranking prizes are easily attainable and the special symbols that are set to the next guaranteed state are swapped between the state where high-ranking prizes are easily attainable and the state where next guaranteed. As a result, the probability of winning a minor win in the state where high-ranking prizes are easily attainable and transitioning to the next guaranteed state is 55%, while the probability of winning a minor win in the next guaranteed state and being reset to the next guaranteed state is 45%.
[0171] Next, the main processing of the main control board 300 as the game progresses in the gaming machine 100 according to this embodiment will be described.
[0172] Figure 18 is a diagram illustrating the gaming machine status flag according to the embodiment. In the main control board 300, whether or not the game is in a state where it can proceed is managed by the gaming machine status flag. The gaming machine status flag is set to one of six flag values from 00H to 05H. A flag value of 00H for the gaming machine status flag indicates that the game is playable. When the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is anything other than 00H, the game is stopped.
[0173] 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.
[0174] (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 embodiment, and Figure 20 is a second flowchart illustrating the CPU initialization process in the main control board 300 according to the embodiment.
[0175] 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).
[0176] (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.
[0177] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.
[0178] (Step S100-5) The main CPU 300a determines whether it has detected a power failure warning signal. The main control board 300 is equipped with a power failure detection circuit, and when the power supply voltage falls below a predetermined value, the power failure detection circuit outputs a power failure warning signal. If a power failure warning signal is detected, the process proceeds to step S100-3 above; if a power failure warning signal is not detected, the process proceeds to step S100-7.
[0179] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. If it determines that the wait time has elapsed, it proceeds to step S100-9; if it determines that the wait time has not elapsed, it proceeds to step S100-5.
[0180] (Step S100-9) The main CPU 300a performs the necessary processing to allow access to the main RAM 300c.
[0181] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine's state flag before the power was cut off into the D register.
[0182] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum stored at the time of power failure, and whether the backup flag is normal. If it is determined that both the backup flag and the checksum are normal, the process moves to step S100-15. If it is determined that either or both are not normal, the process moves to step S100-25.
[0183] (Step S100-15) The main CPU 300a sets the starting address of the main RAM 300c to an address that does not contain the setting value or the gaming machine status flag.
[0184] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal is being input from the RAM clear switch 182s (i.e., whether the RAM clear button is being pressed). If it determines that a RAM clear operation signal is being input, the process moves to step S100-31; if it determines that no RAM clear operation signal is being input, the process moves to step S100-19.
[0185] (Step S100-19) The main CPU 300a determines whether the flag value of the game machine status flag loaded in step S100-11 is 00H (playable state), whether the setting change switch 180s is ON, and whether the middle frame 104 is open. If it determines that all three conditions are met, the process moves to step S100-21; if it determines that even one of the three conditions is not met, the process moves to step S100-23.
[0186] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (settings confirmation state). In other words, when the middle frame 104 is open, the settings change switch 180s is on, and the RAM clear button is not pressed, and the power is turned on normally, the machine enters the settings confirmation state.
[0187] (Step S100-23) The main CPU 300a performs an initialization process to clear the area of the main RAM 300c that is to be cleared when power is restored, which is the area from the starting address set in step S100-15 above, and then proceeds to step S100-49.
[0188] (Step S100-25) The main CPU 300a sets the D register to 05H (checksum error state).
[0189] (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.
[0190] (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.
[0191] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the area being used.
[0192] (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.
[0193] (Step S100-35) The main CPU 300a sets the D register to 04H (RWM abnormal state) and moves processing to step S100-45.
[0194] (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.
[0195] (Step S100-39) The main CPU 300a sets the D register to 00H (ready to play).
[0196] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. If it determines that the setting change conditions are met, the process moves to step S100-43; if it determines that the setting change conditions are not met, the process moves to step S100-45. Here, the setting change conditions include at least the setting change switch 180s being ON, the middle frame 104 being open, and a RAM clear operation signal being input from the RAM clear switch 182s.
[0197] (Step S100-43) The main CPU 300a sets the D register to 01H (setting change state).
[0198] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine status flag.
[0199] (Step S100-47) The main CPU 300a performs an initialization process to clear the main RAM 300c that is targeted for clearing during RAM clearing, and then proceeds to step S100-49.
[0200] (Step S100-49) The main CPU 300a performs the process of sending a payout command (RAM clear specification command) to the payout control board 310 to inform it that the main RAM 300c has been cleared (storing the RAM clear specification command in the transmit buffer).
[0201] (Step S100-51) The main CPU 300a loads the gaming machine status flags.
[0202] (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.
[0203] (Step S110) The main CPU 300a performs the subcommand set processing. This subcommand set processing will be explained later.
[0204] (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.
[0205] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0206] (Step S100-59) The main CPU 300a performs the process to disable interrupts.
[0207] (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.
[0208] (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.
[0209] (Step S100-65) The main CPU 300a performs processing to send subcommands stored in the transmit buffer to the sub-control board 330.
[0210] (Step S100-67) The main CPU 300a performs the processing required to enable interrupts.
[0211] (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.
[0212] FIG. 21 is a flowchart for explaining sub-command group set processing (S110) in the main control board 300 according to the embodiment.
[0213] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine state flag.
[0214] (Step S110-3) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330. Here, for example, when initialization processing is executed in step S100-47 above, a RAM clear designation command is set.
[0215] (Step S110-5) The main CPU 300a performs model command setting processing for setting a model command indicating the model information of the gaming machine 100 in the transmission buffer.
[0216] (Step S110-7) The main CPU 300a performs set value designation command setting processing for setting a set value designation command indicating the registered set value in the transmission buffer.
[0217] (Step S110-9) The main CPU 300a performs special figure 1 hold designation command setting processing for setting a special figure 1 hold designation command indicating the number of special figure 1 holds in the transmission buffer.
[0218] (Step S110-11) The main CPU 300a performs special figure 2 hold designation command setting processing for setting a special figure 2 hold designation command indicating the number of special figure 2 holds in the transmission buffer.
[0219] (Step S110-13) The main CPU 300a performs number command setting processing for setting a number command indicating the remaining number of times of the time-saving gaming state in the transmission buffer.
[0220] (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.
[0221] (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.
[0222] (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.
[0223] (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.
[0224] Next, the interrupt processing in the main control board 300 according to this embodiment will be described. Here, the power outage saving process (XINT interrupt processing) and the timer interrupt processing will be described.
[0225] (Power outage saving process for main control board 300 (XINT interrupt processing)) Figure 22 is a flowchart illustrating the power failure save process (XINT interrupt processing) in the main control board 300 according to the embodiment. The main CPU 300a monitors the power failure detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts the CPU initialization process to execute the power failure save process.
[0226] (Step S300-1) When a power-off warning signal is input, the main CPU 300a saves the registers.
[0227] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0228] (Step S300-5) The main CPU 300a determines whether the power-off warning signal is detected. As a result, if it is determined that the power-off warning signal is detected, the process proceeds to step S300-11, and if it is determined that the power-off warning signal is not detected, the process proceeds to step S300-7.
[0229] (Step S300-7) The main CPU 300a restores the registers.
[0230] (Step S300-9) The main CPU 300a performs processing to enable interrupts and ends the power-off time-saving process.
[0231] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0232] (Step S300-13) The main CPU 300a executes a checksum setting process to calculate and save the checksum.
[0233] (Step S300-15) The main CPU 300a executes a RAM protection setting process necessary to prohibit access to the main RAM 300c.
[0234] (Step S300-17) The main CPU 300a sets a predetermined number of power-off detection signal detections in the counter value of the loop counter to set the power-off occurrence monitoring time.
[0235] (Step S300-19) The main CPU 300a checks for a power failure warning signal.
[0236] (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.
[0237] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.
[0238] (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).
[0239] If a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are looping.
[0240] (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 embodiment. The main control board 300 is provided with a reset clock pulse generation circuit that generates a clock pulse at predetermined intervals (4 milliseconds in this embodiment, hereinafter referred to as "4ms"). When a clock pulse is generated by the reset clock pulse generation circuit, the CPU initialization process (step S100) is interrupted and the following timer interrupt processing is executed.
[0241] (Step S400-1) The main CPU 300a saves the registers.
[0242] (Step S400-3) The main CPU 300a performs the processing required to enable interrupts.
[0243] (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.
[0244] (Step S400-7) The main CPU 300a reads various input port information and performs port input processing to accurately obtain the latest switch status.
[0245] (Step S400-9) The main CPU 300a loads the flag values of the gaming machine status flags.
[0246] (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.
[0247] (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.
[0248] (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.
[0249] (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.
[0250] (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.
[0251] (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.
[0252] Although a detailed explanation will be omitted, in this embodiment, the jackpot determination random number and the win determination random number are hardware random numbers updated by a hardware random number generation unit built into the main control board 300. The hardware random number generation unit updates both the jackpot determination random number and the 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.
[0253] (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.
[0254] (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.
[0255] (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.
[0256] (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.
[0257] (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.
[0258] (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.
[0259] (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.
[0260] (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.
[0261] (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.
[0262] (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.
[0263] (Step S400-35) The main CPU 300a performs the process to disable interrupts.
[0264] (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.
[0265] (Step S400-39) The main CPU 300a restores its registers and terminates the timer interrupt processing.
[0266] Figure 24 is a flowchart illustrating the above-mentioned setting-related processing (S450) according to the embodiment.
[0267] (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.
[0268] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a designated processing area.
[0269] (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.
[0270] (Step S450-7) The main CPU 300a adds 1 to the processing area setting value.
[0271] (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.
[0272] (Step S450-11) The main CPU 300a sets the processing area setting to 1.
[0273] (Step S450-13) The main CPU 300a sets the processing area settings in the setting value buffer.
[0274] (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.
[0275] (Step S450-17) The main CPU 300a sets a command indicating the completion of configuration-related processing into the send buffer.
[0276] (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.
[0277] (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.
[0278] As described above, according to the embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the 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.
[0279] 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.
[0280] 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.
[0281] In this embodiment, during 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 is complete, a setting value specification command corresponding to the registered setting value is sent to the sub-control board 330 during the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value specification command is not sent to the sub-control board 330. In this way, by not sending the setting value specification command while the setting change operation is being accepted, and only sending the setting value specification command when the acceptance of the setting change operation is complete and the system transitions to a state where the game can proceed, the risk of the registered setting value being acquired fraudulently can be reduced.
[0282] Furthermore, in this embodiment, multiple flag values, including at least 01H (setting change state), are switched. When 01H (setting change state) is set in the game machine state flag, setting-related processing becomes executable, and the game is stopped. In this way, setting-related processing is not executed while the game is in progress, and no setting value specification command is sent while the game is in progress, thus reducing the risk of registered setting values being illegally acquired.
[0283] 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.
[0284] Figure 25 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the embodiment.
[0285] (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.
[0286] (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.
[0287] (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.
[0288] (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.
[0289] (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.
[0290] (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.
[0291] (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.
[0292] (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.
[0293] (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.
[0294] (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.
[0295] (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.
[0296] (Step S500-15) The main CPU 300a sets the command for designating a general prize winner in the transmission buffer.
[0297] (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.
[0298] (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.
[0299] Figure 26 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to the embodiment.
[0300] (Step S510-1) The main CPU 300a loads the winning random number updated by the hardware random number generator.
[0301] (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.
[0302] (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".
[0303] (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.
[0304] (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.
[0305] (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.
[0306] Figure 27 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300 according to the embodiment.
[0307] (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.
[0308] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.
[0309] (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.
[0310] Figure 28 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 according to the embodiment.
[0311] (Step S530-1) The main CPU 300a is set to "01H" as the special symbol identification value.
[0312] (Step S530-3) The main CPU 300a sets the address for the special symbol 2 reserved ball count counter.
[0313] (Step S535) The main CPU 300a executes the special symbol random number acquisition process, which will be described later.
[0314] (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.
[0315] (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.
[0316] (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.
[0317] Figure 29 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300 according to the embodiment. This special symbol random number acquisition process is performed using a common module in the first start gate passage process (step S520) and the second start gate passage process (step S530) described above.
[0318] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.
[0319] (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.
[0320] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.
[0321] (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.
[0322] (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".
[0323] (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.
[0324] (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.
[0325] (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.
[0326] (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.
[0327] (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.
[0328] (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.
[0329] (Step S535-21) The main CPU 300a loads the normal game management phase.
[0330] (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.
[0331] (Step S535-25) The main CPU 300a determines whether or not an abnormal prize has been awarded. If it determines that an abnormal prize has been awarded, it executes a predetermined starting gate abnormal prize award error processing and terminates the special symbol random number acquisition processing (step S535).
[0332] Figure 30 is a flowchart illustrating the acquisition-time performance determination process (step S536) in the main control board 300 according to the embodiment.
[0333] (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.
[0334] (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).
[0335] (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.
[0336] (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.
[0337] (Step S536-9) The main CPU 300a sets the random number determination table for determining the reach mode during a big win (see Figures 8(b) and (c)) or the random number determination table for determining the reach mode during a small win (Figures 8(d) and (e)), and then proceeds to step S536-19.
[0338] (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.
[0339] (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.
[0340] (Step S536-15) The main CPU 300a sets up the reach group determination random number judgment table (see Figure 7). 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.
[0341] (Step S536-17) The main CPU 300a sets a random number determination table for determining the reach mode when a loss occurs (see Figure 8(a)) corresponding to the group type provisionally determined in step S536-15 above, and then proceeds to step S536-19.
[0342] (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.
[0343] (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.
[0344] (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.
[0345] (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.
[0346] (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.
[0347] Figure 31 is a flowchart illustrating the process of passing through a specific region (S540) in the main control board 300 according to the embodiment.
[0348] (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.
[0349] 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 this embodiment, it is turned on at the start of a minor win game (the first round of gameplay).
[0350] (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.
[0351] (Step S540-5) The main CPU 300a turns on the flag for entering a specific region.
[0352] (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.
[0353] (Step S540-9) The main CPU 300a performs the prescribed error handling.
[0354] (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.
[0355] Figure 32 is a diagram illustrating the special game management phase according to the embodiment. As already explained, in this embodiment, a special game triggered by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game triggered by the passage of a game ball through the gate 124, proceed simultaneously. The processing related to the special game is executed in stages and repeatedly, and the main control board 300 manages each of these special game-related processes through the special game management phase.
[0356] 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.
[0357] Figure 33 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0358] (Step S600-1) The main CPU 300a loads the special game management phase.
[0359] (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.
[0360] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 above and starts processing.
[0361] (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.
[0362] 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".
[0363] (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.
[0364] (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.
[0365] (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.
[0366] (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.
[0367] (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.
[0368] (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.
[0369] (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.
[0370] (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.
[0371] (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.
[0372] (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.
[0373] (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.
[0374] (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.
[0375] (Step S610-21) The main CPU 300a updates the special game management phase to "01H" and terminates the special symbol variation waiting process.
[0376] Figure 35 is a flowchart illustrating the special symbol hit detection process (S611) according to the embodiment described above.
[0377] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0378] (Step S611-3) The main CPU 300a loads the registered settings from the settings buffer.
[0379] (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.
[0380] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal state).
[0381] (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.
[0382] (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 and upper limits, respectively, for determining whether it is a jackpot, a minor win, or a specific miss.
[0383] (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, minor win, or specific loss has been achieved.
[0384] (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.
[0385] Figure 36 is a flowchart illustrating the special pattern variation number determination process in the main control board 300 according to the embodiment.
[0386] (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.
[0387] 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.
[0388] 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.
[0389] (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.
[0390] (Step S612-5) The main CPU 300a determines whether the result of the major prize lottery in step S611 is a big win, a minor win, or a specific loss. If it determines that the result is a big win, a minor win, or a specific loss, it proceeds to step S612-7. If it determines that the result is neither a big win, a minor win, nor a specific loss (i.e., a normal loss), it proceeds to step S612-11.
[0391] (Step S612-7) The main CPU 300a loads the variable pattern selection status flag.
[0392] (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.
[0393] (Step S612-11) If the type of the read-out hold is Special 2 hold, the main CPU 300a checks the counter value of the Special Symbol 2 hold ball count counter, and if the type of the read-out hold is Special 1 hold, it checks the counter value of the Special Symbol 1 hold ball count counter.
[0394] (Step S612-13) The main CPU 300a loads the variable pattern selection status flag.
[0395] (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).
[0396] (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.
[0397] (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.
[0398] (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.
[0399] (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.
[0400] (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.
[0401] Figure 37 is a flowchart illustrating the special symbol variation processing in the main control board 300 according to this embodiment. This special symbol variation processing is executed when the special game management phase is "01H".
[0402] (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.
[0403] (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.
[0404] (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.
[0405] (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.
[0406] (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.
[0407] (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.
[0408] (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.
[0409] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0410] (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.
[0411] (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.
[0412] (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.
[0413] Figure 38 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to the embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0414] (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.
[0415] (Step S630-3) The main CPU 300a checks the results of the major role lottery.
[0416] (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.
[0417] (Step S630-7) The main CPU 300a executes the count limit management process. Here, it loads a time-limited game state flag to identify whether the game state is a non-time-limited game state or a time-limited game state, and checks whether the current game state is a non-time-limited game state or a time-limited game state. If the game state is a time-limited game state, it updates the counter value of the time-limited count limit counter (for special 2 and total) 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-limited count limit counter, the game state is set to a non-time-limited game state. As a result, in the time-limited game state, once the special symbols have been confirmed a predetermined number of times without winning a jackpot (including two types of jackpots), the game state will transition to a non-time-limited game state.
[0418] (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.
[0419] (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.
[0420] (Step S630-13) The main CPU 300a sets a count command in the transmission buffer to transmit the number of time reductions (special 2 variation count, total variation count) updated in step S630-7 above to the sub-control board 330.
[0421] (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 S630-16.
[0422] (Step S630-16) The main CPU 300a determines whether the result of the major role lottery is a specific miss. If it determines that it is a specific miss, it moves to step S632; if it determines that it is not a specific miss, it moves to step S630-17.
[0423] (Step S632) The main CPU 300a performs the game state change process. This game state change process will be described later using Figure 40.
[0424] (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.
[0425] (Step S630-19) The main CPU 300a resets (sets) the game state to its initial state, which is the non-time-saving game state.
[0426] (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.
[0427] (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.
[0428] (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.
[0429] (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.
[0430] (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.
[0431] Figure 39 is a flowchart illustrating the fluctuating state update process in the main control board 300 according to the embodiment.
[0432] (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.
[0433] (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.
[0434] (Step S631-5) The main CPU 300a resets (sets to 0) the counter value (number of changes) of the change count counter.
[0435] (Step S631-7) The main CPU 300a updates the variable pattern selection status flag to 00H.
[0436] (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.
[0437] Figure 40 is a flowchart illustrating the game state change process in the main control board 300 according to the embodiment.
[0438] (Step S632-1) The main CPU 300a checks the current game status.
[0439] (Step S632-3) The main CPU 300a sets the game state based on the game state confirmed in step S632-1 and the specific losing symbol that was displayed. Specifically, if the current game state is a non-time-saving game state and the specific losing symbol that was displayed is the special symbol YC, the game state is set to a time-saving game state (a state where it is easy to win higher prizes). If the current game state is a time-saving game state, the system proceeds to the next process without setting the game state.
[0440] (Step S632-5) The main CPU 300a sets the number of special 2 and total fluctuations, which are the termination conditions, to the time-saving count counters (for special 2 and total), and then terminates the game state change process. However, if the current game state is the time-saving game state, the game state change process is terminated without setting any termination conditions.
[0441] Figure 41 is a flowchart illustrating the pre-processing for opening the main prize slot in the main control board 300 according to the embodiment. This pre-processing for opening the main prize slot is executed when the special game management phase is "03H" or "07H".
[0442] (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.
[0443] (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".
[0444] (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.
[0445] (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.
[0446] (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.
[0447] Figure 42 is a flowchart illustrating the opening and closing switching process of the main prize slot in the main control board 300 according to the embodiment.
[0448] (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.
[0449] (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.
[0450] (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.
[0451] (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.
[0452] (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 is in place, the process moves to step S641-11; if it is determined that the power-on state is not in place, the large prize slot opening / closing switching process is terminated.
[0453] (Step S641-11) The main CPU 300a updates the counter value of the special electric mechanism opening / closing count counter to the current counter value plus "1", and then terminates the process of opening / closing the large prize slot.
[0454] Figure 43 is a flowchart illustrating the big prize opening control process in the main control board 300 according to this embodiment. This big prize opening control process is executed when the special game management phase is "04H" or "08H".
[0455] (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.
[0456] (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.
[0457] (Step S641) In step S650-3 above, if the counter value of the special electric mechanism opening / closing switch count counter is determined not to be the upper limit of the number of times the special electric mechanism can be opened / closed, the main CPU 300a executes the process in step S641 above.
[0458] (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.
[0459] (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.
[0460] (Step S650-9) The main CPU 300a saves the effective closing time (interval time) for the big prize slot to the special game timer.
[0461] (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").
[0462] (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.
[0463] Figure 44 is a flowchart illustrating the process for activating the closure of the main prize slot in the main control board 300 according to the embodiment. This process for activating the closure of the main prize slot is executed when the special game management phase is "05H" or "09H".
[0464] (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.
[0465] (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.
[0466] (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.
[0467] (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.
[0468] (Step S660-9) The main CPU 300a executes the ending time setting process, which saves the ending time to a special game timer.
[0469] (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").
[0470] (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.
[0471] Figure 45 is a flowchart illustrating the jackpot completion wait processing in the main control board 300 according to the embodiment. This jackpot completion wait processing is executed when the special game management phase is "06H" or "0AH".
[0472] (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.
[0473] (Step S670-3) The main CPU 300a executes a state setting process to determine the game state after a major win has ended. Here, based on the type of winning symbol and minor win symbol that triggered the major win, and the game state at the time of winning, the game state after the major win has ended is set as shown in Figure 14. Also, if a game state other than the normal state is set, the number of time-saving rounds (special 2 rounds and total rounds), which are the termination conditions for that game state, is set in the time-saving round counter.
[0474] 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.
[0475] (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.
[0476] (Step S670-7) The main CPU 300a sets a command to specify the number of times corresponding to the number of time reductions (special 2 variation count and total variation count) saved in step S670-3 above into the transmission buffer.
[0477] (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.
[0478] (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.
[0479] Figure 46 is a diagram illustrating the normal game management phase according to the embodiment. As already explained, in this embodiment, the processing related to normal gameplay triggered by the passage of a game ball through the 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.
[0480] As shown in Figure 46, the main ROM 300b stores multiple normal game control modules for executing and controlling normal gameplay, and each of these normal game control modules is associated with a normal game management phase. Specifically, if the normal game management phase is "00H", a module for executing the "normal symbol variation waiting process" is called; if the normal game management phase is "01H", a module for executing the "normal symbol variation in progress process" is called; if the normal game management phase is "02H", a module for executing the "normal symbol stop symbol display process" is called; if the normal game management phase is "03H", a module for executing the "normal electric prize entry opening pre-processing" is called; if the normal game management phase is "04H", a module for executing the "normal electric prize entry opening control process" is called; if the normal game management phase is "05H", a module for executing the "normal electric prize entry closing effective process" is called; and if the normal game management phase is "06H", a module for executing the "normal electric prize entry closing wait process" is called.
[0481] Figure 47 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to the embodiment.
[0482] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0483] (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.
[0484] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above and starts processing.
[0485] (Step S700-7) The main CPU 300a loads the normal game timer, which manages the control time for normal gameplay.
[0486] Figure 48 is a flowchart illustrating the normal symbol variation waiting process in the main control board 300 according to this embodiment. This normal symbol variation waiting process is executed when the normal game management phase is "00H".
[0487] (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.
[0488] (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.
[0489] (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.
[0490] (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 this embodiment, 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.
[0491] (Step S710-9) The main CPU 300a checks the current game state and selects and sets the corresponding regular symbol variation time data table.
[0492] (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.
[0493] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above to the normal game timer.
[0494] (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.
[0495] (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.
[0496] (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.
[0497] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and terminates the normal symbol variation waiting process.
[0498] Figure 49 is a flowchart illustrating the processing during normal symbol variation in the main control board 300 according to this embodiment. This normal symbol variation processing is executed when the normal game management phase is "01H".
[0499] (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.
[0500] (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.
[0501] (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.
[0502] (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.
[0503] (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.
[0504] (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.
[0505] (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.
[0506] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and terminates the processing during the normal symbol variation.
[0507] Figure 50 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 according to this embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0508] (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.
[0509] (Step S730-3) The main CPU 300a checks the results of the general lottery.
[0510] (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.
[0511] (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.
[0512] (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.
[0513] (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.
[0514] Figure 51 is a flowchart illustrating the pre-processing for opening the normal electric prize winning slot in the main control board 300 according to the embodiment. This pre-processing for opening the normal electric prize winning slot is executed when the normal game management phase is "03H".
[0515] (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.
[0516] (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.
[0517] (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.
[0518] Figure 52 is a flowchart illustrating the switching process for opening and closing the normal electric prize slot in the main control board 300 according to the embodiment.
[0519] (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.
[0520] (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.
[0521] (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.
[0522] (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.
[0523] (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.
[0524] (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".
[0525] Figure 53 is a flowchart illustrating the control process for opening the normal electric prize slot in the main control board 300 according to this embodiment. This control process for opening the normal electric prize slot is executed when the normal game management phase is "04H".
[0526] (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.
[0527] (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.
[0528] (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.
[0529] (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.
[0530] (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.
[0531] (Step S750-9) The main CPU 300a saves the normal power-on state time to the normal game timer.
[0532] (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.
[0533] Figure 54 is a flowchart illustrating the process for activating the closing of the ordinary electric prize entry slot in the main control board 300 according to the embodiment. This process for activating the closing of the ordinary electric prize entry slot is executed when the ordinary game management phase is "05H".
[0534] (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.
[0535] (Step S760-3) The main CPU 300a saves the normal power end wait time to the normal game timer.
[0536] (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.
[0537] Figure 55 is a flowchart illustrating the normal electric prize entry point end-wait processing in the main control board 300 according to the embodiment. This normal electric prize entry point end-wait processing is executed when the normal game management phase is "06H".
[0538] (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.
[0539] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal electric prize entry point end wait processing. As a result, if a normal symbol hold is stored, the display of the normal symbol fluctuations will resume.
[0540] As described above, various processes are executed on the main control board 300, which allows special games and regular games to proceed. The above embodiment realizes the gameplay of a so-called ST machine using a Type 1 and Type 2 mixed machine as shown in Figure 17.
[0541] Next, the effects according to the embodiment will be described. Figure 56(a) is a diagram illustrating the effect customization, and Figure 56(b) is a diagram illustrating the relationship between the effect customization and the game state. In this embodiment, an effect customization function is provided. With the effect customization function, the player can set their preferred character as a custom character from among a plurality of pre-defined characters. Various effects are executed during gameplay, and the character that appears in a predetermined effect executed during gameplay is the custom character set by the effect customization function.
[0542] Here, two types of performance customization are provided: the first customization and the second customization. The performance to which the custom character is applied differs between the first customization and the second customization. Players can set the custom character for the first customization and the custom character for the second customization separately. In the following, the custom character set for the first customization will be referred to as the first customization character, and the custom character set for the second customization will be referred to as the second customization character.
[0543] Although a detailed explanation will be omitted, the player can, for example, set a first custom character and a second custom character while the game is in standby mode. For example, when the performance button 208 is pressed while the game is in standby mode, the custom setting screen is displayed on the main performance display unit 200a.
[0544] In the custom settings screen, you can select one of characters A, B, C, D, or E as the first custom character by operating the directional pad 209, as shown in Figure 56(a). Additionally, in the custom settings screen, you can select one of characters A, B, C, D, E, F, G, H, J, or K as the second custom character by operating the directional pad 209.
[0545] As shown in Figure 56(a), in the initial settings for the first custom setting, character A is set as the first custom character. Therefore, even if the player does not select a first custom character on the custom settings screen, one character will always be set as the first custom character. On the other hand, the initial setting for the second custom setting is OFF, and in this state, no second custom character is set. It is also possible to set the second custom character to unset on the custom settings screen.
[0546] Furthermore, in this embodiment, multiple performance modes are provided, and one performance mode corresponding to the game state set on the main control board 300 is set on the sub-control board 330. The content of the performance is defined for each performance mode, and the performance image corresponding to the currently set performance mode is displayed on the main performance display unit 200a.
[0547] Here, the performance modes include a normal mode corresponding to the normal state, a lower mode corresponding to the state where lower-level wins are easy, and a higher mode corresponding to the state where upper-level wins are easy. The higher modes include the 1st higher mode, the 2nd higher mode, and the 3rd higher mode. The 1st higher mode is further classified into the 1st higher A mode, the 1st higher B mode, and the 1st higher C mode. The 2nd higher mode is further classified into the 2nd higher A mode and the 2nd higher B mode. The 3rd higher mode is further classified into the 3rd higher A mode and the 3rd higher B mode. Note that there is no performance mode corresponding to the next guaranteed state here, and when transitioning to the next guaranteed state, the performance mode set immediately before will continue.
[0548] Furthermore, as explained using Figure 17, if a big win or a small win is not achieved in one Special 2 spin in the lower-level easy-to-win state (Figure 17(b1)), the game transitions to the remaining reserve consumption state (Figure 17(b2)). The lower mode is set across the lower-level easy-to-win state and the remaining reserve consumption state to which the game transitions from the lower-level easy-to-win state. Similarly, if a big win or a small win is not achieved in 13 Special 2 spins in the upper-level easy-to-win state (Figure 17(c1)), the game transitions to the remaining reserve consumption state (Figure 17(c2)). The upper mode is set across the upper-level easy-to-win state and the remaining reserve consumption state to which the game transitions from the upper-level easy-to-win state.
[0549] However, a separate performance mode may be provided to correspond to the state in which remaining reserved balls are consumed, and a different performance mode may be set for the state in which remaining reserved balls are consumed compared to the lower and higher modes. In addition, a dedicated performance mode may be provided for the state in which the next win is confirmed. Furthermore, although here it is assumed that one performance mode each is provided for the normal state and the state in which lower-ranked winnings are easy, multiple performance modes may be provided for the normal state and the state in which lower-ranked winnings are easy. In this case, the player may be able to select the performance mode, or an arbitrary performance mode may be set and changed according to pre-set conditions such as the number of spins or the lottery.
[0550] Furthermore, in this embodiment, as described above, seven types of higher modes are provided that correspond to the state where it is easy to win a top prize. Here, when the state where it is easy to win a top prize is set, the player can select one of the seven types of higher modes. However, when the state where it is easy to win a top prize is set, the higher mode may be selected according to predetermined conditions. For example, a higher mode may be set according to the number of consecutive wins, or the higher mode may be determined by random drawing.
[0551] During normal mode, first-level mode, and third-level mode, the effects applied to the first custom setting are executed. For example, when set to normal mode, first-level mode, or third-level mode, a predetermined interface image including the first custom character is displayed on the main effect display unit 200a during the variation effect or standby state. Also, when set to second-level mode, a variation effect that suggests the result of the big win lottery is executed. In the variation effect, a development effect that suggests the reliability of winning a big win or a small win may be executed. This development effect includes an effect in which a character appears, and if a second custom character is set, the character that appears in the development effect during second-level mode may be the set second custom character.
[0552] Figure 57 illustrates the relationship between the second custom setting and error sounds. Various errors can occur during gameplay, and when an error occurs, an error sound is emitted to inform the player of the error. Error sounds include, for example, ball removal notifications to prompt the ejection of dispensed game balls, left-handed shooting instructions to prompt left-handed shooting, right-handed shooting instructions to prompt right-handed shooting, and error notifications to inform the player of other errors. Other errors include, for example, door opening errors, magnetic errors, and fraudulent winning errors.
[0553] Generally, when a ball removal notification or a left-handed shot instruction is given, the error can be resolved by the player's actions. In contrast, other errors are difficult to resolve by the player's actions. In this embodiment, the error sound corresponding to an error that can be resolved by the player's actions is composed of the voice of the first custom character or the second custom character.
[0554] Furthermore, instructions to shoot left or right may be given not only as error sounds, but also as guide voices (instructional voices) when the game state changes, and these instructions to shoot left or right in response to changes in the game state may also be composed of the voices of the first or second custom character.
[0555] As mentioned above, players can choose whether or not to set a second custom character. If a second custom character is set, the voices for ball removal notifications, left-hand shooting instructions, and right-hand shooting instructions will be those of the set second custom character. On the other hand, if a second custom character is not set, the voices for ball removal notifications and left-hand shooting instructions will be those of the set first custom character. As mentioned above, the first custom character has an initial setting, so regardless of the player's preference, one character will always be set as the first custom character.
[0556] In other words, in this embodiment, if the first custom character is selected by the player and the second custom character is not selected by the player, an error sound or guide sound corresponding to the first custom character selected by the player is output. If both the first and second custom characters are selected by the player, an error sound or guide sound corresponding to the second custom character selected by the player is output.
[0557] As described above, according to the embodiment, the game is set to one of a plurality of performance states (performance modes), including a first performance state (e.g., normal mode, first higher mode, third higher mode) and a second performance state (e.g., second higher mode), depending on the progress of the game. The player is then able to select the execution mode of a first performance (e.g., an performance related to an interface image) that can be executed during the first performance state, and the execution mode of a second performance (e.g., a development performance) that can be executed during the second performance state. In the first performance state, the first performance is executed in the execution mode selected by the player, and in the second performance state, the second performance is executed in the execution mode selected by the player.
[0558] Furthermore, if predetermined conditions are met during gameplay (for example, if a predetermined error occurs or a predetermined change in game state occurs), a specific effect (for example, output of an error sound or a guide sound) is executed. In this case, if the execution mode of the first effect is selected by the player, and the execution mode of the second effect is not selected by the player, the specific effect is executed with an execution pattern corresponding to the execution mode of the first effect selected by the player (for example, the voice of the first custom character). On the other hand, if both the execution mode of the first effect and the execution mode of the second effect are selected by the player, the specific effect is executed with an execution pattern corresponding to the execution mode of the second effect selected by the player (for example, the voice of the second custom character).
[0559] Error sounds may diminish the enjoyment of the game, but as described above, this can be mitigated by using the voice of the player's chosen character for the error sounds. Note that, in this example, other error notifications use fixed system voices rather than custom character voices; however, for other error notifications as well, similar to ball removal notifications and left-hand shooting instructions, the voice of the custom character may be output depending on whether the second custom setting is enabled or disabled.
[0560] Furthermore, while this explanation describes how error and guide voices may switch depending on whether a second custom setting is enabled or disabled, for example, the output of images and sounds corresponding to in-game effects, such as development sequences, may also be switched depending on whether a second custom setting is enabled or disabled. For example, when a predetermined effect mode is enabled, if the first custom character is selected by the player and the second custom character is not selected by the player, the first custom character selected by the player may appear in the development sequence. If both the first and second custom characters are selected by the player, the second custom character selected by the player may appear in the development sequence.
[0561] Furthermore, for example, the characters included in the interface image displayed during gameplay may switch depending on whether a second custom setting is enabled or disabled. For example, when a predetermined performance mode is enabled, if the first custom character is selected by the player and the second custom character is not selected by the player, the first custom character selected by the player may be displayed in the interface image. If both the first and second custom characters are selected by the player, the second custom character selected by the player may be displayed in the interface image.
[0562] Furthermore, for example, the first custom character and the second custom character may be applied to the animation when a development animation is performed in a relatively reliable variation animation, and the animation returns to the screen where the animation symbols 210a, 210b, and 210c are displayed in a stopped state after the development animation ends.
[0563] Furthermore, for example, when a pre-announcement effect, such as a "pre-announcement effect," is performed when a hold with a high probability of a big win occurs, a dedicated voice corresponding to the first custom character or the second custom character may be output.
[0564] Furthermore, for example, when a major game has ended and the transition to the next performance mode is announced, a mode announcement screen may be displayed, or when a warning screen is displayed to prevent excessive gambling or to remind the player to forget to count their winnings, audio or images corresponding to the first or second custom character may be output.
[0565] Furthermore, for example, when a predetermined voice is output at the end of a game, such as when the counting of the player's balls is completed in a managed gaming machine (smart pachinko or smart slot) or when the player outputs the game result, the first or second custom character may be applied to this predetermined voice (e.g., "Thank you for your hard work"). Note that the counting process in managed gaming machines may be performed by the player during breaks, etc., so if it is unlikely that the game is ending in an advantageous state, such as an easy-to-win state, the voice pattern may be different (e.g., "We look forward to seeing you again").
[0566] Furthermore, even if a second custom character is selected, error and guide sounds corresponding to the first custom character may still be output. For example, as mentioned above, the second custom character corresponds to the second higher mode and is not compatible with other performance modes. In other words, the performance in the second higher mode may change depending on whether the second custom character is set or not, but the performance in other performance modes will not change. Therefore, if an error occurs in the second higher mode, an error sound corresponding to the second custom character may be output, and if an error occurs in any other performance mode, an error sound of the character corresponding to the currently set performance mode may be output.
[0567] Alternatively, even if a second custom character is selected, error and guide voices corresponding to the first custom character may be output until the player transitions to the advanced mode, and error voices corresponding to the second custom character may be output only during or after the player transitions to the advanced mode. This would allow the error and guide voices corresponding to the second custom character to become a bonus for transitioning to the advanced mode.
[0568] Furthermore, for example, if the first custom character and the second custom character are the same, the error sounds, guide sounds, or the execution methods of predetermined effects may be made different. For example, if multiple error sounds for ball removal notification corresponding to character A are provided, and both the first custom character and the second custom character are set to character A, different error sounds will be output as ball removal notification errors corresponding to character A.
[0569] Furthermore, even for the same character, the error voices, guide voices, or the execution patterns of predetermined effects may differ depending on whether the character is set as the first custom character or the second custom character. For example, the error voices, guide voices, and voice patterns for predetermined effects may differ depending on whether character B is set as the first custom character or as the second custom character.
[0570] Furthermore, for example, the first custom setting may also include a "not set" option where no character is selected, similar to the second custom setting. In this case, different error sounds may be output for each stage. For example, the error sound for "left-handed hit instruction" may be the error sound of the character corresponding to the normal mode, and the error sound for "ball removal notification" may be a fixed character such as the protagonist, or randomly determined by a lottery or similar method.
[0571] Furthermore, for example, multiple costume patterns may be provided for the first custom character when it is displayed, and the costume of the same first custom character may change depending on the number of variations or the number of jackpots. In this case, error sounds, guide sounds, and the execution methods of predetermined effects may be different depending on the costume (control character pattern).
[0572] Next, let's explain the higher modes. As mentioned above, when the game is set to an easy-to-win state, the player can choose one of the seven higher modes. The seven higher modes differ in the way the effects are executed during the variable effects and the big win game. Specifically, in this embodiment, an additional effect is executed during the big win game. An additional effect is an effect in which the number of game balls that can be obtained in the round game is increased. As mentioned above, if the player wins a big win or a small win and the round game is executed 10 times, the player can obtain 1500 game balls. Here, a big win or small win in which the round game is executed 10 times is called a 10R win, and the opening and closing game of the big prize slot 128 in which a total of 10 round games are executed is called a 10R big win game.
[0573] Furthermore, if a special 2-reserve ball that will result in another 10R win is stored during a 10R big win game, multiple 10R big win games will be executed in a short period of time. In this case, during the first 10R big win game, it will first be announced that 1500 game balls can be acquired, and then, in the bonus round, it will be announced that the number of game balls that can be acquired will be increased by another 1500 or more. In this way, in higher modes, when multiple 10R big win games are executed in quick succession, a presentation is executed that makes it appear as if the multiple 10R big win games are a single big win game.
[0574] Figure 58 illustrates the correspondence between higher modes and bonus features. As will be explained in more detail later, there are common conditions for executing bonus features in all higher modes, and the bonus feature is executed when these conditions are met. In other words, the bonus feature is executed regardless of the type of higher mode. However, the content and timing of the bonus feature differ depending on the type of higher mode.
[0575] For example, in the first-highest A mode, a battle animation is performed as a bonus during the 2nd to 6th rounds of gameplay, and if you win the battle animation, the number of game balls you can win will be increased. Also, in the first-highest B mode, if a freeze animation occurs as a bonus during the 3rd to 6th rounds of gameplay, the number of game balls you can win will be increased. Furthermore, in the first-highest C mode, a button animation occurs during the 2nd round of gameplay. The button animation has both a failure pattern and a success pattern, and in the success pattern, if the animation button 208 is pressed, a bonus animation is performed and the number of game balls you can win will be increased.
[0576] Furthermore, in the second-highest A mode, if an additional bonus notification occurs as an additional bonus effect during the first to sixth rounds of gameplay, the number of playable balls will be increased. Also, in the second-highest B mode, if a cut-in occurs as an additional bonus effect during the first to sixth rounds of gameplay, the number of playable balls will be increased. Furthermore, in the third-highest A mode, if a predetermined lamp lights up as an additional bonus effect during the first to sixth rounds of gameplay, the number of playable balls will be increased. Also, in the third-highest B mode, if a special effect occurs, an additional bonus effect will be executed. This special effect will be described later. As described above, in this embodiment, different additional bonus effects are executed depending on the type of higher-level mode.
[0577] Figure 59 is the first diagram illustrating the minimum number of balls obtained, Figure 60 is the second diagram illustrating the minimum number of balls obtained, Figure 61 is the third diagram illustrating the minimum number of balls obtained, and Figure 62 is the fourth diagram illustrating the minimum number of balls obtained. Figures 59 to 62 show examples of the minimum number of balls obtained for each type of major role game in progress and special 2 reserve. Hereinafter, the major role game in progress will be referred to as the major role game, a 10R major role game that transitions to the next confirmed state after the end of the major role game will be referred to as the next 10R, a 10R major role game that transitions to the easy-to-win-higher state after the end of the major role game will be referred to as ST10R, and the two rounds of game that are executed when the special symbol d, which is a minor win symbol, is won will be referred to as 2R.
[0578] As shown in Figure 59, suppose the next big win is 10R, and at this time, one special 2 reserve that will result in a next 10R win is stored. In this case, after the big win ends, the game enters a next-win confirmed state, and in this next-win confirmed state, the next 10R is won and the 10R big win game is executed. After the 10R big win game ends, the game is set to the next-win confirmed state again. As described above, in the next-win confirmed state, the 10R big win game is always won. Therefore, if the big win is 10R next, and one special 2 reserve that will result in a next 10R win is stored, the minimum number of balls that the player can win is 4500.
[0579] Furthermore, suppose the next big win game is 10 rounds, and at this time, one special 2-reserve that results in a 2-round win is stored. In this case, after the big win game ends, the next round is confirmed, and in this next round confirmed state, a 2-round big win game is executed, in which a 2-round win results in two round games. In this case, after the big win game ends, the next round is confirmed again. As described above, in the next round confirmed state, a 10-round big win game is guaranteed. Therefore, if the next big win game is 10 rounds and one special 2-reserve that results in a 2-round win is stored, the minimum number of balls that the player can acquire is 3000.
[0580] In the case of a 2R big win game, the player can acquire 300 game balls, so the actual minimum number of balls that can be acquired in this case is 3300. However, in this case, the game balls that can be acquired in a 2R big win game will not be included in the count of the minimum number of balls that can be acquired.
[0581] Furthermore, let's assume that the next big win game will be 10 rounds, and that one special 2 reserve that will result in an ST10R win is stored. In this case, after the big win game ends, the next win will be confirmed, and in this next win confirmed state, an ST10R win will occur and the 10R big win game will be executed. In this case, after the big win game ends, the game is set to a state where higher wins are easy, so it is unknown whether or not a 10R win will occur next. Therefore, if the next big win game will be 10 rounds, and one special 2 reserve that will result in an ST10R win is stored, the minimum number of balls that the player can obtain is 3000.
[0582] As is clear from Figures 59 and 60, if the next big win is 10 rounds, the minimum number of balls obtained will be 3000 or more. Although not shown in the diagram here, it is possible to have four winning combinations in the reserve. If the next big win is 10 rounds and there are four special 2 reserves that will result in a 10 round next time, then the minimum number of balls obtained will be 9000, calculated by adding up 1500 balls from the big win, 6000 balls from the 10 round big win with four special 2 reserves, and 1500 balls from the newly acquired 10 round big win in the next round confirmed state without ending with the subsequent 2 round big win.
[0583] Furthermore, as shown in Figure 61, suppose the major prize game is ST10R, and at this time, one special 2 reserve that will result in a 10R win next time is stored. In this case, after the major prize game ends, the game enters a state where it is easy to win a higher prize, and in this state where it is easy to win a higher prize, the next 10R is won and the 10R major prize game is executed. Then, after the 10R major prize game ends, the game is set to a state where the next win is guaranteed. Therefore, if the major prize game is ST10R and one special 2 reserve that will result in a 10R win next time is stored, the minimum number of balls that the player can win is 4500.
[0584] Furthermore, let's assume that the major role game in question is ST10R, and that at this time, one special 2 reserve that results in a 2R win is stored. In this case, after the major role game ends, the game enters a state where it is easy to win a higher prize, and in this state where it is easy to win a higher prize, a 2R win occurs and the 2R major role game is executed. If a 2R (special symbol d) is won in a special 2 variation while in the state where it is easy to win a higher prize, the game is set to the state where it is easy to win a higher prize after the 2R major role game. In the state where it is easy to win a higher prize, it is unknown whether or not a 10R win will occur next, so the minimum number of balls obtained in this case is 1500.
[0585] Furthermore, let's assume that the major role game is ST10R and one special 2 reserve that results in an ST10R win is stored. In this case, after the major role game ends, the game enters a state where it is easy to win a higher prize, and in this state where it is easy to win a higher prize, the game will win an ST10R again and the 10R major role game will be executed. In this case, since the game is set to the state where it is easy to win a higher prize after the major role game ends, it is unknown whether or not the next 10R win will occur. Therefore, if the major role game is ST10R and one special 2 reserve that results in an ST10R win is stored, the minimum number of balls that the player can win is 3000.
[0586] As is clear from Figures 61 and 62, if the major game is ST10R, the minimum number of balls obtained will be 1500 or more.
[0587] Figure 63(a) is a diagram illustrating the variation time for each game state, and Figure 63(b) is a diagram illustrating the conditions for executing the bonus effect. As described above, the state where it is easy to win a top prize has a gameplay style that aims to win a big or small prize in 13 special 2 variations. Therefore, in the state where it is easy to win a top prize, each time a big prize lottery is performed, a variation effect that suggests and notifies the result of the big prize lottery is performed. Since the variation effect is performed over the variation time of the special symbols, in the state where it is easy to win a top prize, variation information with a variation time of 5 to 25 seconds is determined, as shown in Figure 63(a).
[0588] In contrast, in the next confirmed state, fluctuation information with a specified fluctuation time of 0.5 seconds is determined. By determining a short fluctuation time in the next confirmed state, the time between big win games is shortened. As a result, when the next confirmed state is set after a big win game, it is possible to give the player the impression that multiple big win games are a series of big win games.
[0589] Here, the bonus feature is executed in situations where multiple big wins give the impression of being a single big win. However, if there are multiple long periods of variation between the multiple big wins (for example, the state where it is easy to win a high prize after an ST10R big win), the unity of the multiple big wins is lost. Therefore, conditions for executing the bonus feature are set, and the bonus feature is executed only when these conditions are met.
[0590] The conditions for executing the bonus feature include the bonus target winning condition and the notification count condition, as shown in Figure 63(b). The bonus target winning condition is the condition for a special 2 reserve that has been awarded a big win or a small win, or will be awarded a big win or a small win in the future, to be designated as a special 2 reserve that is the target of the bonus feature. Based on the special 2 reserve that is the target of the bonus feature, the number of game balls that can be obtained by that special 2 reserve may be increased.
[0591] Here, the 10R win in the relevant major game is included in the bonus payout animation. Furthermore, the 2R after ST10R, or ST10R and subsequent special 2 reserves (winning reserves) are not included in the bonus payout animation, while the next 10R after ST10R is included in the bonus payout animation, which is defined as a condition for a win to be eligible for the bonus payout animation.
[0592] Furthermore, for special 2 reserved balls that meet the conditions for a bonus win, the number of balls is counted according to the notification count conditions. Here, the number of game balls that can be obtained in 2R is not counted as a notification, and ST10R is counted as 1500 balls. Also, for the next 10R, if there is another 10R win after it, it is counted as 1500 balls, and if there is no 10R win after it, it is counted as 3000 balls. The conditions for a bonus win and the notification count conditions are explained in detail below using an example.
[0593] Figure 64 is the first diagram illustrating the number of announced figures, Figure 65 is the second diagram illustrating the number of announced figures, Figure 66 is the third diagram illustrating the number of announced figures, and Figure 67 is the fourth diagram illustrating the number of announced figures. The number of announced figures shown in Figures 64 to 67 is the value announced during the big win game as the number of game balls that the player can acquire. The bonus feature is executed during the 10R big win game, and at the start of the 10R big win game, the player is always announced as being able to acquire 1500 game balls.
[0594] Then, when the bonus feature is executed, the reported number is updated to a value greater than 1500. For example, if a bonus of 3000 is announced during the bonus feature, the reported number will be updated from 1500 to 4500. In other words, the reported number is updated to the sum of the number of game balls that can be obtained in that big win game and the number of bonus balls added during the bonus feature.
[0595] As shown in Figure 64, suppose the next big win is 10R, and at this time, one special 2 reserve that will result in the next 10R is stored. In this case, during the big win, it is announced that 1500 game balls can already be acquired. Then, according to the bonus target winning conditions shown in Figure 63(b), the next 10R, which is the big win, and the first special 2 reserve (winning reserve) that will result in the next 10R become bonus target wins. Also, according to the announcement count conditions shown in Figure 63(b), the announcement count from the big win is 1500, and the announcement count from the first special 2 reserve that will result in the next 10R is 3000. Therefore, in this case, the announcement count becomes 4500.
[0596] In this case, as mentioned above, since 1500 units have already been announced, the number of units added in the bonus feature will be 3000, which is 4500 minus 1500. Therefore, when the bonus feature is executed, the 1500 units announced during the big win game will be added to the 3000 units added, resulting in a total of 4500 units announced after the bonus feature.
[0597] Furthermore, suppose the next big win is 10R, and at this time, there is one special 2 reserve that will result in a 2R win. In this case, according to the bonus target win conditions shown in Figure 63(b), the next 10R, which is the big win, will be a bonus target win, and the first winning reserve that will result in a 2R will not be a bonus target win. Also, according to the notification count conditions shown in Figure 63(b), the number of notifications counted by the big win will be 3000. Therefore, in this case, the number of bonuses in the bonus effect will be 1500, which is 3000 minus 1500.
[0598] Furthermore, let's assume that the next big win is 10R, and at this time, one special 2 reserve that will result in an ST10R win is stored. In this case, according to the bonus target win conditions shown in Figure 63(b), the next 10R, which is the big win, and the first winning reserve that will result in an ST10R will be bonus target wins. Also, according to the notification count conditions shown in Figure 63(b), the number of notifications counted by the big win is 1500, and the number of notifications counted by the first special 2 reserve that will result in an ST10R is 1500. Therefore, in this case, the number of notifications will be 3000, and a bonus of 1500 will be notified in the bonus effect.
[0599] Furthermore, as shown in the bottom row of Figure 64, for example, suppose the next big win is 10R, and at this time, there are two special 2 reserves that will result in an ST10R win. In this case, according to the bonus target win conditions shown in Figure 63(b), the next 10R win of the big win game and the first winning reserve that will result in an ST10R will be bonus target wins, while the second winning reserve that will result in an ST10R will not be a bonus target win. Also, according to the notification count conditions shown in Figure 63(b), the number of notifications counted by the big win game is 1500, and the number of notifications counted by the first special 2 reserve that will result in an ST10R is 1500. Therefore, in this case, the number of notifications will be 3000, and a bonus of 1500 will be notified in the bonus effect. As can be seen by comparing Figure 64 and Figure 59, the number of notifications does not necessarily match the minimum number of balls obtained, and will be a value less than or equal to the minimum number of balls obtained.
[0600] Furthermore, as shown in Figure 66, suppose the major game is ST10R, and at this time, one special 2 reserve that will result in a win in the next 10R is stored. In this case, according to the bonus target win conditions shown in Figure 63(b), the major game, ST10R, and the first special 2 reserve (winning reserve) that will result in a win in the next 10R will be bonus target wins. Also, according to the notification count conditions shown in Figure 63(b), the number of notifications counted by the major game is 1500, and the number of notifications counted by the first special 2 reserve that will result in a win in the next 10R is 3000. Therefore, in this case, the number of notifications will be 4500.
[0601] Furthermore, let's assume that the major game in question is ST10R, and that at this time, one special 2 reserve that results in a 2R win is stored. In this case, according to the bonus target win conditions shown in Figure 63(b), the major game in question, ST10R, becomes a bonus target win, and the first winning reserve that results in a 2R win does not become a bonus target win. Also, according to the notification count conditions shown in Figure 63(b), the number of notifications counted by the major game in question will be 1500.
[0602] As mentioned above, 1500 notifications have already been made during the game. Therefore, if the number of notifications counted according to the notification count conditions is 1500, it is determined that the bonus feature cannot be executed because it is the same as the number of notifications that have already been made. Consequently, the bonus feature will not be executed in this case.
[0603] Furthermore, suppose the major game in question is ST10R, and at this time, one special 2 reserve that results in an ST10R win is stored. In this case, according to the bonus target win conditions shown in Figure 63(b), the major game in question, ST10R, becomes a bonus target win, and the first winning reserve that results in an ST10R does not become a bonus target win. Also, according to the notification count conditions shown in Figure 63(b), the number of notifications counted by the major game in question is 1500. Therefore, in this case as well, the bonus effect will not be executed.
[0604] As described above, according to the bonus animation execution conditions shown in Figure 63(b), the next 10R or ST10R, indicated by the thick outline in Figures 64 to 67, will be a bonus-eligible win, and the number of notifications will be counted as shown. When the number of notifications counted is 3000 or more, it is determined that the bonus animation execution conditions are met, and the bonus animation will be executed.
[0605] The following describes an example of a bonus payout animation. Note that this example focuses on bonus payout animations performed in the 2nd Higher B Mode and the 3rd Higher B Mode.
[0606] Figure 68 is a diagram illustrating the bonus feature in the second higher B mode. As described above, in the second higher B mode, a cut-in occurs during the 1st to 6th rounds of gameplay as a bonus feature. In other words, the bonus feature in the second higher B mode is a feature in which a cut-in image is displayed. For example, let's assume that the big win game is being played as shown in Figure 68(a). During the big win game, the current number of rounds of gameplay is displayed in the upper left of the main display unit 200a, and the number of wins and the number of wins are displayed in the upper right of the main display unit 200a.
[0607] Here, the number "1500" is displayed in the denominator as the number to be notified, and the number "630" is displayed in the numerator as the number acquired. In other words, in the state shown in Figure 68(a), it is notified that the 5th round of the game has been played in the game, that 1500 game balls can be acquired in the game, and that 630 game balls have already been acquired in the game.
[0608] Then, let's assume that the bonus animation is executed in the state shown in Figure 68(a). In the second upper B mode, as shown in Figure 68(b), a cut-in image for the bonus animation is displayed across the entire main animation display unit 200a for a predetermined period of time. In this cut-in image, a character (hereinafter referred to as the cut-in display character) is displayed superimposed on a dedicated background image. When the display of the cut-in image ends, as shown in Figure 68(c), the number of bonuses is displayed in the center of the main animation display unit 200a. Here, a bonus of 1500 has been announced in the bonus animation, and when the bonus animation is executed, the number of bonuses is added to the number of announcements displayed in the upper right of the main animation display unit 200a. Therefore, in the example shown in Figure 68, the number of announcements before the execution of the bonus animation was 1500, while the number of announcements after the execution of the bonus animation has been updated to 3000.
[0609] Figure 69 illustrates the correspondence between the second custom character and the cut-in display character. As described above, the second custom is applied in the second upper B mode, and the cut-in display character included in the cut-in image displayed in the bonus animation is determined based on the second custom character. When the second custom is OFF, one of characters A, B, C, D, or E is randomly selected as the cut-in display character. If characters A, B, C, D, or E are selected and set as the second custom character, the selected second custom character is determined as the cut-in display character. If characters F, G, H, J, or K are selected and set as the second custom character, one of characters A, B, C, D, or E is randomly selected as the cut-in display character.
[0610] For example, if the second custom setting is OFF, a character other than those that can be set as the second custom character may be displayed as the cut-in display character. Also, even if characters F, G, H, J, and K are selected and set as the second custom character, the set second custom character may be determined as the cut-in display character.
[0611] In the second upper-level B mode, the bonus features are classified into normal bonus features and special bonus features. Normal bonus features display a normal cut-in image, while special bonus features display a special cut-in image. Normal cut-in images display one of two characters, while special cut-in images display two characters.
[0612] Figure 70 is a diagram illustrating a special bonus payout animation. As shown in Figure 70(a), when a special bonus payout animation is performed during the big win game, a special cut-in image is displayed as shown in Figure 70(b). As shown in Figure 70(b), two characters are displayed in the special cut-in image. At this time, one of the two characters is determined based on the setting information of the second custom setting, similar to the normal bonus payout animation, and the other character is a character specifically for the special bonus payout animation.
[0613] Furthermore, in the special bonus animation, the number of bonuses is announced, as shown in Figure 70(c). Note that, when the special bonus animation is performed, the background image of the special cut-in image continues to be displayed even after the bonus animation ends. The special bonus animation is an animation with a high expectation of a significant bonus, and there are conditions for its occurrence.
[0614] Figure 71(a) is a diagram illustrating the conditions for the occurrence of a special bonus effect, and Figure 71(b) is a diagram illustrating the probability of determining the occurrence of a bonus effect. The conditions for the occurrence of a special bonus effect differ depending on whether or not a special bonus effect has already occurred during a winning streak. As shown in Figure 71(a), if a special bonus effect has not occurred, the conditions for the occurrence of a special bonus effect are determined to be met if the bonus amount is 3000 or more. On the other hand, if a special bonus effect has already occurred, the conditions for the occurrence of a special bonus effect are determined to be met if the bonus amount is 4500 or more.
[0615] As shown in Figure 71(b), if the conditions for the special bonus animation are not met, the normal bonus animation is always selected as the animation pattern. If the conditions for the special bonus animation are met, the normal bonus animation and the special bonus animation are each selected with a 50% probability as the animation pattern.
[0616] Therefore, when the special bonus animation is performed, a bonus of 3000 or more is guaranteed, making the special bonus animation a more valuable animation for the player than the regular bonus animation. Also, in this embodiment, if the special bonus animation has not occurred during a winning streak, it is more likely to occur than if it has already occurred. In other words, if the special bonus animation occurs during a winning streak, it becomes less likely to occur again afterward.
[0617] As described above, if the game is played properly during the execution of a major role game (the major role game in question), and the first condition is met, which includes at least one subsequent major role game (10R major role game) being executed after the current major role game ends, then a predetermined effect (bonus effect) can be executed in one of the multiple execution patterns. Furthermore, if the game is played properly during the execution of a major role game, and the second condition is met, which includes at least one predetermined number of subsequent major role games (2 times) being executed after the current major role game ends, then a predetermined effect (special bonus effect) can be executed in one of the multiple execution patterns.
[0618] Furthermore, during a predetermined period (one consecutive win), if a predetermined performance is executed in a predetermined execution pattern, and then a third condition (a bonus of 4500 or more), which is more difficult to achieve than the second condition, is met, then the predetermined performance can be executed in a predetermined execution pattern.
[0619] Furthermore, the game is set to one of several game states, including the normal state, an advantageous state (high-prize-winning state) which is more favorable than the normal state and ends when the determination of a symbol (special symbol) is performed a predetermined number of times, and a confirmed state (next confirmed state) in which the determination of a winning symbol that can win a predetermined number (1500) or more prize balls is practically guaranteed.The second condition can be met in both cases: when two or more predetermined pieces of information (special 2 reserve) that determine a winning symbol that enables the execution of a major prize game that can win a predetermined number of prize balls are stored, and when one or more predetermined pieces of information that determine a winning symbol that will be set to the confirmed state after the major prize game ends are stored.
[0620] This increases the likelihood of a special bonus feature occurring at least once, while reducing the risk of it occurring too frequently. Therefore, it is possible to enhance the enjoyment of the game through the occurrence of special bonus features while preventing a decrease in the value of these features.
[0621] Here, it is assumed that if the conditions for the special bonus animation are met, there is a 50% chance that the special bonus animation will be performed. However, it is also possible that the special bonus animation will always be performed if the conditions for the special bonus animation are met.
[0622] Furthermore, in this embodiment, the number of bonuses required to trigger a special bonus effect when it has already occurred is set to be greater than the number of bonuses required to trigger a special bonus effect when it has not occurred. However, the trigger conditions for the special bonus effect may be the same whether it has occurred or not, with a 100% probability of triggering the special bonus effect when it has not occurred, and a 50% probability of triggering the special bonus effect when it has occurred. In this case, the probability of triggering the special bonus effect may be set to decrease in stages as the number of times the special bonus effect occurs increases. Even in this way, it is possible to suppress the decrease in the value of the special bonus effect while improving the enjoyment of the game through the occurrence of the special bonus effect.
[0623] Furthermore, the special bonus features described above can also be applied to the gameplay of a so-called regular symbol ST machine. For example, multiple Nth (N is 1 to 4) easy-to-win states are provided, and when a 10R big win game is executed, the player is set to one of the easy-to-win states depending on the type of big win or small win symbol won and the game state at the time of winning. The first easy-to-win state is, for example, a time-saving game state where the number of regular symbol variations is set as the termination condition, and the continuation rate is set to, for example, 50%. The second to fourth easy-to-win states are all states where the next 10R win is practically guaranteed, similar to the next guaranteed state described above.
[0624] Furthermore, the winning symbols and minor winning symbols include, for example, a special symbol that, when a win occurs in the first easy-to-win state, is set to the first easy-to-win state after a 10R big win game, a special symbol that is set to the second easy-to-win state after a 10R big win game, a special symbol that is set to the third easy-to-win state after a 10R big win game, and a special symbol that is set to the fourth easy-to-win state after a 10R big win game.
[0625] On the other hand, if the player wins one of these jackpot symbols or minor jackpot symbols while in the fourth easy-to-win state, the game will be set to the third easy-to-win state after a 10R big win game. If the player wins one of these jackpot symbols or minor jackpot symbols while in the third easy-to-win state, the game will be set to the second easy-to-win state after a 10R big win game. If the player wins one of these jackpot symbols or minor jackpot symbols while in the second easy-to-win state, the game will be set to the first easy-to-win state after a 10R big win game.
[0626] According to the above settings, if you win a jackpot or minor win symbol that is set to the 4th easy-to-win state after a 10R big win game while in the 1st easy-to-win state, you are effectively guaranteed 6000 prize balls. Similarly, if you win a jackpot or minor win symbol that is set to the 3rd easy-to-win state after a 10R big win game while in the 1st easy-to-win state, you are effectively guaranteed 4500 prize balls. Furthermore, if you win a jackpot or minor win symbol that is set to the 2nd easy-to-win state after a 10R big win game while in the 1st easy-to-win state, you are effectively guaranteed 3000 prize balls.
[0627] Even in these modified versions of the gaming machine, both normal and special bonus payout animations can be performed. Furthermore, if a special bonus payout animation has not occurred during a single winning streak, it may be triggered when a prize of 3,000 balls is effectively guaranteed. If a special bonus payout animation has already occurred, it may be triggered when a prize of 4,500 balls is effectively guaranteed.
[0628] Figure 72 is the first diagram illustrating the bonus feature in the third higher B mode, Figure 73 is the second diagram illustrating the bonus feature in the third higher B mode, and Figure 74 is the third diagram illustrating the bonus feature in the third higher B mode. In the third higher B mode, similar to the second higher B mode described above, the current number of rounds played, the number of notifications, and the number of wins are displayed at the top of the main feature display unit 200a.
[0629] Furthermore, in the third higher B mode, suggestive effects are performed during each of the 2nd to 6th rounds of gameplay. In the suggestive effects, as shown in Figure 72(a), 10 specific displays 230a are displayed on the main display unit 200a. Here, the specific displays 230a are images resembling fish, but the display manner of the specific displays 230a is not particularly limited. The number of specific displays 230a displayed in the suggestive effects is the same as the prescribed number for one round of gameplay in a major prize game. Here, the 10 specific displays 230a displayed in the suggestive effects correspond to the number of game balls that enter the major prize pocket 128 during one round of gameplay.
[0630] Specifically, the 10 specific indicators 230a are arranged in a 5x2 grid. The indicators 230a on the left correspond, from top to bottom, to the 1st, 3rd, 5th, 7th, and 9th game balls entering the large prize slot 128. The indicators 230a on the right correspond, from top to bottom, to the 2nd, 4th, 6th, 8th, and 10th game balls entering the large prize slot 128. Note that the arrangement of the 10 specific indicators 230a is not limited to this. For example, the 10 specific indicators 230a may be displayed in a single row, or they may be randomly arranged within the main display unit 200a.
[0631] During a round of gameplay, when the first game ball enters the large prize pocket 128, as shown in Figure 72(b), the specific display 230a located on the upper left side gradually expands and moves to the left, and stops at a temporary position located approximately in the center of the width of the main display unit 200a. At this time, the stopping time of the specific display 230a at the temporary position is, for example, 0.5 to 1.0 seconds. After that, as shown in Figure 72(c), the specific display 230a moves further to the left from the temporary position and goes out of frame from the main display unit 200a.
[0632] In this way, in the suggestive display, each time a game ball enters the large prize slot 128, the specific display 230a moves from its initial position, passes through a pause position, and then exits the frame. The trigger for the specific display 230a to begin moving is the entry of a game ball into the large prize slot 128. Therefore, as shown in Figures 72(a) and (b), the number of acquired balls is updated when the specific display 230a begins moving.
[0633] As described above, in the suggestive presentation, the specific display 230a is displayed on the main presentation display unit 200a, and the display mode of the specific display 230a changes based on the entry of a game ball into the large prize opening 128. Here, the changes in the display mode of the specific display 230a based on the entry of a game ball into the large prize opening 128 include movement from the initial position, enlargement from the initial position to the pause position, stopping at the pause position, movement from the pause position until it goes out of frame, and illumination at the pause position, which will be described later.
[0634] The specific display 230a may be displayed multiple times during a single round of gameplay, suggesting a predetermined number for a single round of gameplay, and can also be said to suggest that a game ball has entered the large prize slot 128 or that a prize ball has been paid out during the round of gameplay.
[0635] Here, the display modes of the specific display 230a include a normal display mode and a special display mode that differs from the normal display mode. The normal display mode is the display mode shown in white in the figure, and the special display mode is the display mode shown in cross-hatching in the figure. In the example shown in Figure 72, the specific display 230a corresponding to the entry of the 10th game ball is displayed in the special display mode, and the other specific displays 230a are displayed in the special display mode. The normal display mode is the so-called default display mode, and the special display mode is a display mode that suggests a high expectation of additional wins. As will be explained in more detail later, there are three patterns of special display modes, and the display color of the specific display 230a differs for each pattern of special display mode, and the expectation of additional wins differs for each pattern.
[0636] Figure 73(a) shows the state in which eight more game balls have entered the large prize opening 128 from the state shown in Figure 72(c). When the tenth game ball enters the large prize opening 128 in the state shown in Figure 73(a), the special display mode, specific display 230a, moves and expands toward the temporary pause position. Then, as shown in Figure 73(b), the specific display 230a lights up at the temporary pause position and a predetermined sound is output.
[0637] Then, when the next round of gameplay begins, as shown in Figure 74(a), an additional bonus animation is performed and the bonus amount is announced. Subsequently, the announced bonus amount and the acquired bonus amount are superimposed on the background image exclusive to the third higher B mode and are displayed enlarged near the center of the main animation display unit 200a. From there, the animation shown in Figure 74(b) continues until the start of the 7th round of gameplay in the 10R big win game when the acquired bonus reaches the announced bonus amount. When the 7th round of gameplay in the 10R big win game begins and the acquired bonus reaches the announced bonus amount, an animation mode selection animation is performed, as shown in Figure 74(c), which allows the player to select a higher mode after the 10R big win game. In the animation mode selection animation, the temporarily selected animation mode can be changed, for example, by operating the animation button 208. Then, at the end of the 10th round of gameplay, the temporarily selected animation mode is finalized, and thereafter, the animation corresponding to the finalized animation mode is performed.
[0638] Furthermore, the above-mentioned performance mode selection performance can be executed in all performance modes, not just when the third upper-level B mode is set. In other words, in this embodiment, a common bonus performance execution condition is provided for all performance modes, and when the bonus performance execution condition is met, the bonus performance is executed. When the bonus performance is executed, regardless of the currently set performance mode, the notification count is updated to a value of 3000 or more, and thereafter, a special performance after the bonus performance is executed. This special performance after the bonus performance may differ for each currently set performance mode, or it may be common to all performance modes.
[0639] This special animation that follows the bonus animation is executed across the mini-win game, the big win game, and the special symbol variation display, and ends at the start of the 7th round of the big win game when the number of acquired reaches the number displayed after the bonus animation. Then, the above-mentioned animation mode selection animation is executed at the start of the 7th round of the game.
[0640] Figure 75(a) is a diagram illustrating the relationship between the number of rounds played and the probability of an additional bonus being triggered, and Figure 75(b) is a diagram illustrating the display mode and suggestive content of the specific display 230a. In this embodiment, the conditions for triggering an additional bonus are determined at the start of a variation in the higher mode and at the start of a 10R big win game. When the third higher B mode is set, if it is determined that the conditions for triggering an additional bonus are met, the number of rounds in which the additional bonus will be triggered is determined by lottery. Here, as shown in Figure 75(a), the 2nd, 4th, and 6th rounds are determined to be the rounds in which the additional bonus will be triggered, each with a 10% probability, and the 3rd and 5th rounds are determined to be determined with a 35% probability. Therefore, in the third higher B mode, the probability of an additional bonus being triggered in the 3rd and 5th rounds, i.e., the expected value of an additional bonus, is set to be high.
[0641] The likelihood of an additional bonus occurring is indicated by the display pattern of the specific display 230a. As shown in Figure 75(b), there are four display patterns for the specific display 230a. The default pattern is the normal display pattern of the specific display 230a described above, while the chance pattern, the first confirmed pattern, and the second confirmed pattern are special display patterns of the specific display 230a described above.
[0642] In the default pattern, the specific indicator 230a is displayed in white. In the chance pattern, the specific indicator 230a is displayed in red, and the red specific indicator 230a vibrates in its initial position. In the first confirmed pattern, the specific indicator 230a is displayed in gold, and the gold specific indicator 230a vibrates in its initial position. In the second confirmed pattern, the specific indicator 230a is displayed in rainbow colors, and the rainbow colored specific indicator 230a vibrates in its initial position.
[0643] The default pattern's specific display 230a suggests a low probability of a bonus, while the chance pattern's specific display 230a suggests a moderate probability of a bonus. In contrast, the first confirmed pattern's specific display 230a suggests a guaranteed bonus, and the second confirmed pattern's specific display 230a suggests a guaranteed bonus of 3000 or more. Therefore, when a gold or rainbow-colored specific display 230a is displayed in its initial position at the start of a round, the player is notified that a bonus animation will be performed during that round. Furthermore, when a gold or rainbow-colored specific display 230a stops at the pause position, the specific display 230a will always light up, followed by the bonus animation.
[0644] Figure 76 illustrates the arrangement patterns of the specific display 230a. Here, 25 combination patterns of the arrangement patterns of the specific display 230a, that is, the display modes of the 10 specific display 230a in their initial positions, are provided. The arrangement patterns of the specific display 230a are classified into one of three categories: unannounced patterns, announced patterns, and patterns that cause discomfort. In this case, the first and second patterns of the arrangement patterns of the specific display 230a are classified as unannounced patterns, the third to eighteenth patterns are classified as announced patterns, and the nineteenth to twenty-fifth patterns are classified as patterns that cause discomfort.
[0645] The unannounced patterns are selected in rounds of gameplay where no bonus features are performed. In contrast, the announcement patterns and unusual patterns are selected in rounds of gameplay where bonus features are performed. If it is determined that the conditions for performing bonus features are not met, one of the unannounced patterns will be selected for all 2 to 6 rounds of gameplay. On the other hand, if it is determined that the conditions for performing bonus features are met, the number of rounds of gameplay in which bonus features are performed will be determined as described above. At this time, the pattern of the rounds of gameplay in which bonus features are performed will be one of the announcement patterns and unusual patterns, while the pattern of the rounds of gameplay prior to that will be one of the unannounced patterns.
[0646] For example, if the previous lottery determined that an additional bonus feature would be performed during the 5th round of gameplay, then during the 2nd to 4th rounds of gameplay, either Pattern 1 or Pattern 2, which are classified as unannounced patterns, would be determined by lottery. In this case, during the 5th round of gameplay, one of Patterns 3 through 25, which are classified as either an announcement pattern or an unusual pattern, would be determined by lottery.
[0647] In the first pattern, the specific indicator 230a corresponding to the sixth game ball entering the large prize slot 128 is displayed in red (chance pattern), while the other specific indicators 230a are displayed in the default pattern. In the second pattern, the specific indicator 230a corresponding to the eighth game ball entering the large prize slot 128 is displayed in red (chance pattern), while the other specific indicators 230a are displayed in the default pattern. When either the first or second pattern is determined, the specific indicators 230a do not light up at the pause position and move out of frame from the main display unit 200a. In other words, the lighting of the specific indicators 230a indicates a bonus, but in the first and second patterns, no bonus is announced.
[0648] Furthermore, as shown in Figure 76, in patterns 3 through 10, the specific indicator 230a corresponding to the 6th, 7th, 8th, or 10th game ball entering the large prize slot 128 is displayed in red. In patterns 11 through 14, the specific indicator 230a corresponding to the 6th, 7th, 8th, or 10th game ball entering the large prize slot 128 is displayed in gold. In patterns 15 through 18, the specific indicator 230a corresponding to the 6th, 7th, 8th, or 10th game ball entering the large prize slot 128 is displayed in rainbow colors. Note that in the arrangement patterns classified as notification patterns, only the specific indicator 230a described above (1) is displayed in a special display mode, while the other 9 specific indicators 230a are all displayed in their normal display mode.
[0649] Furthermore, when a configuration pattern classified as a notification pattern is determined, the special display 230a of the special display mode lights up to notify the player of the bonus. Here, the bonus notification modes include a normal mode and a delayed mode. The normal mode is a notification mode in which the special display 230a lights up at the pause position as described above, while the delayed mode is a notification mode in which the special display 230a does not light up at the pause position, but stops and lights up at the left edge of the main performance display unit 200a, that is, just before it goes out of frame. In this way, by providing a delayed mode in addition to the normal mode, it is possible to give the player a sense of anticipation until just before the special display 230a goes out of frame.
[0650] As mentioned above, in the first and second confirmed patterns where the specific indicator 230a is displayed in gold or rainbow colors, the notification of the bonus is confirmed when it is displayed in the initial position. Therefore, all notification modes when the specific indicator 230a is gold or rainbow colored are the normal mode. However, even in notification modes when the specific indicator 230a is gold or rainbow colored, the normal mode may also be included.
[0651] Furthermore, the arrangement patterns classified as "unusual patterns" create an unusual feeling through the 10 specific displays 230a that are displayed in their initial positions at the start of a round of gameplay. As mentioned above, in the unannounced and announced patterns, only one of the 10 specific displays 230a is a special display type. In contrast, in patterns 19 through 22, which are classified as "unusual patterns," two of the 10 specific displays 230a are red. Also, in pattern 23, all 10 specific displays 230a are in their normal display form, and none of them are special display types.
[0652] As described above, the arrangement patterns classified as "unusual patterns" can only be determined during rounds of gameplay in which the bonus effects are performed. Therefore, if there are 0 or 2 or more specific displays 230a in the special display mode, the execution of the bonus effects is guaranteed at that point.
[0653] Furthermore, in the 24th and 25th arrangement patterns, only one specific display 230a of the special display mode is included. However, in the 24th and 25th arrangement patterns, the specific display 230a corresponding to the entry of the third game ball into the large prize opening 128 does not move, but remains displayed in i...
Claims
1. A major prize game control means controls a major prize game that includes multiple rounds of gameplay in which a major prize opening provided in the game area is opened, and when a predetermined number of game balls enter the major prize opening during one of the rounds of gameplay, the ongoing round of gameplay ends. A prize ball control means that dispenses prize balls based on the entry of game balls into the aforementioned large prize slot, The aforementioned performance control means controls the performance display in the performance display unit during the major game, Equipped with, The aforementioned performance control means is During the aforementioned round of gameplay, suggestive effects can be executed. In the aforementioned suggestive performance, a predetermined specific display is shown on the performance display unit. Based on the entry of a game ball into the aforementioned large prize slot, the display mode of the specific display is changed. If the game is being played properly, and after the completion of the currently running major prize game, a predetermined condition is met, which includes at least a predetermined number of subsequent major prize games, the display manner of the specific display indicates that the predetermined condition has been met. A gaming machine characterized by the following features.
2. The aforementioned specific display may be displayed multiple times during a single round of gameplay. The aforementioned specific display modes include a normal display mode and a special display mode that differs from the normal display mode. The aforementioned suggestive effect is, During one round of gameplay, a normal suggestive effect occurs in which the specific display of 1 is displayed in the special display mode, During a single round of gameplay, two or more of the specified displays are shown in the special display mode, or no specified displays in the special display mode are shown, indicating a confirmed outcome. Includes, The aforementioned performance control means is The confirmation indication performance can be executed when the aforementioned predetermined conditions are met. The gaming machine according to claim 1.
3. The patterns of change in the display manner of the specified indication include: A normal change pattern in which the specific display is dynamically displayed based on the entry of a game ball into the aforementioned large prize slot, A first change pattern is established in which, after dynamically displaying the specific display based on the entry of a game ball into the aforementioned large prize slot, the display mode of the specific display is changed to a special display mode when the first timing arrives. A second change pattern is provided in which, after dynamically displaying the specific display based on the entry of a game ball into the large prize slot, the display mode of the specific display is changed to the special display mode when a second timing occurs that is later than the first timing, It includes, The aforementioned performance control means is If the aforementioned predetermined conditions are not met, the display mode of the specific display is changed according to the normal change pattern. When the aforementioned predetermined conditions are met, the display mode of the specific display can be changed using either the first change pattern or the second change pattern. The gaming machine according to claim 1.
Citation Information
Patent Citations
Game machine
JP2024047471A