Gaming machine

JP2026143262APending Publication Date: 2026-09-08HEIWA CORP
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Patent Information

Application Number
JP2025030771
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-27
Publication Date
2026-09-08

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Benefits of technology

【0008】 本発明によれば、演出効果を向上させることができる。

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Abstract

The use of pre-announcement effects enhances the overall effect. [Solution] When the first winning symbol is displayed on the symbol display unit, a first advantageous game is executed in which a predetermined number of prize balls can be won. When the second winning symbol is displayed on the symbol display unit, a second advantageous game is executed in which a larger number of prize balls can be won than in the first advantageous game. A specific performance is performed using either predetermined information as target information, and is started before the variable processing based on the target information is executed. The specific performance can be executed using predetermined information that determines the first winning symbol and predetermined information that determines the second winning symbol as target information. After the start of the specific performance, if the game state is changed before the variable processing based on the target information is executed, the probability of the second winning symbol being determined based on the target information increases.
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Description

[Technical Field]

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

[0002] Conventionally, as disclosed in, for example, Patent Document 1, gaming machines that execute so-called pre-reading effects are widely known. [Prior Art Documents] [Patent Documents]

[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2012-81079 [Summary of the Invention] [Problem to be Solved by the Invention]

[0004] In any of the conventional gaming machines, the pre-reading effect suggests the expectation of a jackpot, and there is a problem that there is no significant difference between the effects.

[0005] An object of the present invention is to provide a gaming machine capable of improving the effect of presentation by pre-reading effect. [Means for Solving the Problem]

[0006] In order to solve the above problem, the gaming machine of the present invention comprises: a game board provided with a starting area; predetermined information acquisition means for acquiring predetermined information based on entry of a game ball into the starting area, and storing the acquired predetermined information in a storage unit; symbol determination means for determining one of a plurality of stop symbols including a first winning symbol and a second winning symbol based on the predetermined information; variation processing execution means for executing variation processing of variably displaying symbols on a symbol display unit, and then stationarily displaying the determined stop symbols on the symbol display unit; When the first winning symbol is displayed on the symbol display unit, a first advantageous game is executed that allows a predetermined number of prize balls to be won, and when the second winning symbol is displayed on the symbol display unit, a second advantageous game is executed that allows a larger number of prize balls to be won than in the first advantageous game. A game state setting means for setting the game state to one of several game states with different game progression conditions, A specific performance execution means that performs a performance using any of the predetermined information acquired by the predetermined information acquisition means as target information, wherein the specific performance is started before the variation processing based on the target information is performed, Equipped with, The aforementioned specific performance execution means is The predetermined information used by the symbol determination means to determine the first winning symbol, and the predetermined information used by the symbol determination means to determine the second winning symbol, are used as the target information to execute the specific performance. If the game state is changed after the start of the specific performance and before the variation processing based on the target information is executed, the probability of the second winning symbol being determined based on the target information increases. It is characterized by the following:

[0007] To solve the above problems, the gaming machine of the present invention is: A game board with a starting area, A predetermined information acquisition means that acquires predetermined information based on the entry of a game ball into the aforementioned starting area and stores the acquired predetermined information in a storage unit, A symbol determination means that determines one of a plurality of stop symbols, including a winning symbol, based on the predetermined information, A variation processing execution means executes a variation process to stop and display the determined stop symbol in the pattern display unit after the pattern display unit has been displayed in a variation manner. When the winning symbol is displayed in the symbol display section, the advantageous game execution means executes an advantageous game in which prize balls can be won, A game state setting means for setting the game state to one of a plurality of game states, each having a different degree of advantage, including a first game state and a second game state that is more advantageous than the first game state, A specific performance execution means that performs a performance using any of the predetermined information acquired by the predetermined information acquisition means as target information, wherein the specific performance is started before the variation processing based on the target information is performed, Equipped with, The aforementioned specific performance execution means is The predetermined information, which determines the winning pattern by the pattern determination means, can be used as the target information to execute the specific performance. The game state setting means sets the game state at least after the end of the advantageous game, If the game state is changed after the specific performance is initiated in the first game state but before the variation processing based on the target information is executed, the likelihood of being set to the second game state after the advantageous game, in which the winning symbol determined based on the target information is stopped and displayed on the symbol display unit, increases. It is characterized by the following: [Effects of the Invention]

[0008] According to the present invention, the effect of the performance can be improved. [Brief explanation of the drawing]

[0009] [Figure 1] This is a perspective view of a gaming machine showing the door in the open position according to the embodiment. [Figure 2] This is a front view of a gaming machine according to an embodiment. [Figure 3] This is a diagram illustrating the grand prize entry point according to the embodiment. [Figure 4] This is a block diagram showing the internal configuration of the control means for controlling the progress of a game according to the embodiment. [Figure 5] This is an address map of the memory area used by the main CPU according to the embodiment. [Figure 6] (a) is a diagram illustrating the jackpot determination random number judgment table for special case 1 according to the embodiment, and (b) is a diagram illustrating the jackpot determination random number judgment table for special case 2 according to the embodiment. [Figure 7] It is a diagram illustrating a winning symbol random number determination table according to an embodiment. [Figure 8] It is a diagram illustrating a reach group determination random number determination table according to an embodiment. [Figure 9] It is a diagram illustrating a reach mode determination random number determination table according to an embodiment. [Figure 10] It is a diagram illustrating a fluctuation pattern random number determination table according to an embodiment. [Figure 11] It is a diagram illustrating a fluctuation time determination table according to an embodiment. [Figure 12] It is a first diagram illustrating a special electric accessory actuation ram set table according to an embodiment. [Figure 13] It is a second diagram illustrating a special electric accessory actuation ram set table according to an embodiment. [Figure 14] It is a diagram illustrating the opening / closing mode of the big winning opening and the opening / closing mode of the specific area by the movable member. [Figure 15] It is a diagram illustrating a game state setting table for setting a game state after completion of a big role game according to an embodiment. [Figure 16] (a) is a diagram illustrating a normal symbol winning determination random number determination table for a non-time-shortening game state according to an embodiment, and (b) is a diagram illustrating a normal symbol winning determination random number determination table for a time-shortening game state according to an embodiment. [Figure 17] (a) is a diagram illustrating a normal symbol fluctuation time data table for a non-time-shortening game state according to an embodiment, (b) is a diagram illustrating a normal symbol fluctuation time data table for a time-shortening game state according to an embodiment, and (c) is a diagram illustrating an opening / closing control pattern table according to an embodiment. [Figure 18] It is a diagram illustrating game characteristics according to an embodiment. [Figure 19] It is a diagram illustrating a gaming machine state flag according to an embodiment. [Figure 20] It is a first flowchart illustrating CPU initialization processing in a main control board according to an embodiment. [Figure 21]This is a second flowchart illustrating the CPU initialization process in the main control board according to the embodiment. [Figure 22] This is a flowchart illustrating the subcommand group set processing in the main control board according to the embodiment. [Figure 23] This is a flowchart illustrating the power outage recovery process in the main control board according to the embodiment. [Figure 24] This is a flowchart illustrating the timer interrupt processing in the main control board according to the embodiment. [Figure 25] This is a flowchart illustrating the setting-related processing in the main control board according to the embodiment. [Figure 26] This is a flowchart illustrating the switch management process in the main control board according to the embodiment. [Figure 27] This is a flowchart illustrating the gate passage process in the main control board according to the embodiment. [Figure 28] This is a flowchart illustrating the first start port passage process in the main control board according to the embodiment. [Figure 29] This is a flowchart illustrating the second start port passage process in the main control board according to the embodiment. [Figure 30] This is a flowchart illustrating the special symbol random number acquisition process in the main control board according to the embodiment. [Figure 31] This is a flowchart illustrating the performance determination process at the time of acquisition in the main control board according to the embodiment. [Figure 32] This is a flowchart illustrating the process of passing through a specific region in the main control board 300 according to the embodiment. [Figure 33] This diagram illustrates the special game management phase according to the embodiment. [Figure 34] This is a flowchart illustrating the special game management process in the main control board according to the embodiment. [Figure 35] This is a flowchart illustrating the special symbol variation waiting process in the main control board according to the embodiment. [Figure 36]This is a flowchart illustrating the special symbol hit detection process in the main control board according to the embodiment. [Figure 37] This is a flowchart illustrating the special symbol variation number determination process in the main control board according to the embodiment. [Figure 38] This is a flowchart illustrating the special symbol variation processing in the main control board according to the embodiment. [Figure 39] This is a flowchart illustrating the special symbol stop symbol display process in the main control board according to the embodiment. [Figure 40] This is a flowchart illustrating the fluctuating state update process in the main control board according to the embodiment. [Figure 41] This is a flowchart illustrating the game state change process in the main control board according to the embodiment. [Figure 42] This is a flowchart illustrating the pre-processing for opening the main prize slot in the main control board according to the embodiment. [Figure 43] 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 44] This is a flowchart illustrating the control process for opening the main prize slot in the main control board according to the embodiment. [Figure 45] 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 46] This is a flowchart illustrating the large prize entry end-of-game wait process in the main control board according to the embodiment. [Figure 47] This diagram illustrates the normal game management phase according to the embodiment. [Figure 48] This is a flowchart illustrating the normal game management process in the main control board according to the embodiment. [Figure 49] This is a flowchart illustrating the normal pattern change waiting process in the main control board according to the embodiment. [Figure 50] This is a flowchart illustrating the processing during normal pattern variation in the main control board according to the embodiment. [Figure 51]This is a flowchart illustrating the normal symbol stop symbol display process in the main control board according to the embodiment. [Figure 52] 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 53] 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 54] 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 55] 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 56] 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 57] This is a diagram illustrating the prize lamp display according to the embodiment. [Figure 58] Figure 58 is a diagram illustrating the suggestive content provided by the winning lamp display according to this embodiment. [Figure 59] This is a flowchart illustrating the sub-CPU initialization process of the sub-control board according to the embodiment. [Figure 60] This is a flowchart illustrating the sub-timer interrupt processing of the sub-control board according to the embodiment. [Figure 61] This is a flowchart illustrating the pre-reading command reception process of the sub-control board according to the embodiment. [Modes for carrying out the invention]

[0010] Preferred embodiments of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values ​​shown in these embodiments are merely examples to facilitate understanding of the invention and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustrations.

[0011] 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.

[0012] The inner frame 104, like the outer frame 102, has a surrounding space formed by four sides arranged in a roughly rectangular shape, and the game board 108 is held in this surrounding space. The front frame 106 holds a glass or resin transparent plate 110. When these inner frame 104 and front frame 106 are closed relative to the outer frame 102, the game board 108 and the transparent plate 110 face each other roughly parallel to maintain a predetermined distance, and the game board 108 becomes visible from the front side of the gaming machine 100 through the transparent plate 110.

[0013] Figure 2 is a front view of the gaming machine 100 according to 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.

[0014] The game area 116 is a space formed between the game board 108 and the permeable plate 110, and is an area in which game balls can flow or roll. The game board 108 is equipped with numerous nails and windmills, and game balls guided into the game area 116 collide with the nails and windmills, causing them to flow or roll in irregular directions.

[0015] The game area 116 comprises a first game area 116a and a second game area 116b, which differ in the degree to which game balls enter each other depending on the launch strength of the launching mechanism. The first game area 116a is located on the left side of the game area 116 as viewed from a player facing the game machine 100, and the second game area 116b is located on the right side of the game area 116 as viewed from a player facing the game machine 100. Since the rails 114a and 114b are on the left side of the game area 116, game balls launched by the launching mechanism with a launch strength below a predetermined strength enter the first game area 116a, and game balls launched with a launch strength of a predetermined strength or greater enter the second game area 116b.

[0016] Furthermore, the game area 116 is provided with a general prize entry point 118, a first start entry point 120, 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.

[0017] As will be explained in more detail later, a first starting area is provided within the first starting opening 120, and a second starting area is provided within the second starting opening 122. When a game ball enters the first starting opening 120 or the second starting opening 122 and enters the first starting area or the second starting area, a lottery is held to determine one of several pre-determined special symbols. Each special symbol is associated with various game benefits, such as whether or not a major or minor winning game that is advantageous to the player can be performed, or what kind of game state the subsequent game will be in. Therefore, when a game ball enters the first starting opening 120 or the second starting opening 122, the player not only wins a predetermined prize ball, but also gains the opportunity to acquire the right to receive various game benefits.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] (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.

[0041] 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.

[0042] 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.

[0043] 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

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] Furthermore, a setting change switch 180s is provided on the back of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. When the setting change switch 180s is turned ON, it is possible to change and check the setting 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.

[0049] 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.

[0050] 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.

[0051] Furthermore, the main control board 300 is connected to the dispensing control board 310 and the sub-control board 330.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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).

[0062] 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).

[0063] 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).

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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).

[0068] 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.

[0069] Furthermore, in addition to the used and unused memory areas, the main RAM300c also includes unused areas (F200H~F20FH) and unused areas (F229H~F3FFH).

[0070] 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.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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.

[0080] 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.

[0081] 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.

[0082] 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 10218, 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 / 300.6.

[0083] 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 10218, a minor prize is determined if the jackpot determination random number is between 20001 and 21239, a specific miss is determined if the jackpot determination random number is between 30001 and 30257, 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 / 300.6, the probability of a minor prize is approximately 1 / 52.9, and the probability of a specific miss is approximately 1 / 255.0.

[0084] As will be explained in more detail later, in this embodiment, there are multiple game states with different degrees of advantage, and if a specific miss is won in a predetermined game state, the game state will transition to another game state without going through a major prize game. Thus, a specific miss can change the game state, but depending on the game state when a specific miss is won, the function to change the game state will not be activated. In this case, the specific miss is treated the same as a normal miss. Hereafter, if there is no distinction between a specific miss and a normal miss, they will simply be referred to as a miss.

[0085] 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).

[0086] 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.

[0087] 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 45%, 10%, and 45%, 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 symbols D, E, and F, which are jackpot symbols, are determined with probabilities of 50%, 2%, and 48%, respectively.

[0088] 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 d, e, and f, which are minor win symbols, are determined with probabilities of 50%, 2%, and 48%, 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.

[0089] 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.

[0090] 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.

[0091] Furthermore, although it is assumed here that a Special 1 Reserve does not result in a minor win or a specific miss, it may also be possible to award a minor win or a specific miss even with a Special 1 Reserve.

[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 first diagram illustrating the special electric mechanism operation ramset table according to the embodiment, and Figure 13 is a second diagram illustrating the special electric mechanism operation ramset table according to the embodiment. This special electric mechanism operation ramset table stores various data for controlling big win games or small win games, and during big win games and small win games, the big prize 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, but here, for the sake of explanation, all the control data for special symbols is shown in one table.

[0110] When the winning symbols A, B, C, D, E, and F are determined, 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, as shown in Figure 12. Similarly, when the winning symbols d, e, and f are determined, 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, as shown in Figure 13. The winning game and the winning 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] As shown in Figure 12, when special symbols A, B, or C, which are the winning symbols, are determined, a special game consisting of two rounds is executed. When special symbol D is determined, a special game consisting of ten rounds is executed. When special symbols E or F are determined, a special game consisting of three rounds is executed. Each round ends when a specified 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 opened.

[0113] Furthermore, as shown in Figure 13, when special symbols d, e, and f, 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 d, e, and f 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 prescribed number of game balls will be reliably entered into 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 symbol d is determined as the minor winning symbol, the big win game will be played 9 times (2R to 10R). If special symbols e and f are determined as minor winning symbols, the big win game will be played 2 times (2R to 3R). Each round of the big win game, which is played when a two-type big win is achieved, ends 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 14 illustrates the opening and closing modes of the main prize opening 128 and the opening and closing modes of the specific area 140 by the movable member 142. As shown in Figure 14, in a minor prize game in which the main prize opening 128 is opened, the movable member 142 opens the specific area 140 for a moment (about 0.15 seconds) at the same time as the main prize opening 128 opens, then maintains the specific area 140 in a closed state for a predetermined period of time, and then maintains the specific area 140 in an open state again.

[0117] Specifically, as shown in Figure 14, when special symbols d, e, and f are determined and a minor win game is played, the large prize slot 128 is opened a total of 10 times during the minor win game. Therefore, while a game ball that enters the large prize slot 128 at the same time as the first opening of the large prize slot 128 may not be able to enter the specific area 140, a game ball that enters the large prize slot 128 during the second and subsequent openings of the large prize slot 128 can reliably enter the specific area 140.

[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 15 illustrates 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 C time-saving state, and a higher-prize easy-to-win state. As described above, these lower-prize easy-to-win state, C time-saving state, and higher-prize easy-to-win state are all time-saving game states in which the opening and closing conditions of the second start port 122 are the same, but their termination conditions differ. In the main control board 300, the lower-prize easy-to-win state, C time-saving state, and higher-prize easy-to-win state are each 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, C time-saving state, and higher-prize easy-to-win 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 number of Special 2 variations and the number of Special 1 variations are set as termination conditions. 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] Among the termination conditions, the Special 1 variation count is the number of times the symbol variation process based on the Special 1 hold (hereinafter referred to as Special 1 variation) is performed, and is set in the time-saving game count counter (for Special 1) when the time-saving game state is set. The Special 1 variation count is then deducted each time a Special 1 variation is performed in the time-saving game state. When the remaining number of Special 1 variation counts 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 Special 1 variation count set in the time-saving game count counter (for Special 1) may be deducted at the end of the Special 1 variation, that is, when the special symbol is stopped and displayed on the first special symbol display unit 160, or it may be deducted at the start of the Special 1 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. In addition to the above-mentioned Special 1 and Special 2 spin counts, other termination conditions may also be set. Other termination conditions include, for example, winning a predetermined jackpot symbol or minor jackpot symbol, or the total number of Special 1 and Special 2 spin counts reaching a predetermined number. In any case, the above termination conditions are merely examples and can be set as appropriate.

[0127] As shown in Figure 15, when the game state is set to a state where lower-level prizes are easily won, the termination conditions are set to 51 special 2 spins and 6 special 1 spins. Also, when the game state is set to a C time-saving state, the termination conditions are set to 10,000 special 2 spins and 6 special 1 spins. Also, when the game state is set to a state where higher-level prizes are easily won, the termination conditions are set to 100 special 2 spins and 6 special 1 spins.

[0128] If special symbols A or B are won in the normal state or the lower-prize easy state, the game state after the big win will be set to the lower-prize easy state. Also, if special symbol C is won in the normal state or the lower-prize easy state, the game state after the big win will be set to the normal state. Note that when the state is set to the normal state, no termination conditions are set. Also, if special symbols D, E, F, d, e, or f are won in the normal state or the lower-prize easy state, the game state after the big win will be set to the lower-prize easy state.

[0129] Furthermore, if special symbols A and B are won in the C time-saving state, the game state after the big win will be set to the lower-prize easy win state. Also, if special symbol C is won in the C time-saving state, the game state after the big win will be set to the normal state.

[0130] Furthermore, if special symbols D and d are won in the C time-saving state, the game state after the big win will be set to a state where higher prizes are easily won, and if special symbols E, F, e, and f are won in the C time-saving state, the game state after the big win will be set to a state where lower prizes are easily won.

[0131] Furthermore, if you win special symbols A, B, or C while in a state where it is easy to win a higher prize, the game state after the big win will be set to a state where it is easy to win a lower prize. If you win special symbols D, E, F, d, e, or f while in a state where it is easy to win a higher prize, the game state after the big win will be set to a state where it is easy to win a higher prize.

[0132] Furthermore, in the state where lower-ranking prizes are easily won, if the special symbol YC, which is a specific losing symbol, is won, the game state will be set to the C time-saving state without going through the major prize game. Note that if the special symbol YC is won in the normal game state, C time-saving state, or state where higher-ranking prizes are easily won, the game state will not be set, and in this case, the time-saving count counter (for special 2) will be deducted as in the case of a normal loss.

[0133] Furthermore, for example, if the special symbol YC is won in the normal state, the game state may be set to the C time-saving state. Also, for example, if the special symbol YC is won in the C time-saving state or the high-prize-easy state, the game state may be set to the low-prize-easy state, the C time-saving state, or the high-prize-easy state.

[0134] Figure 16(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 16(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.

[0135] 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.

[0136] 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 16(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.

[0137] 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 16(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.

[0138] 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.

[0139] 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.

[0140] Figure 17(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 17(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 17(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.

[0141] In non-time-saving game mode, the data table for normal symbol variation time for non-time-saving game mode shown in Figure 17(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 17(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.

[0142] 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.

[0143] 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 17(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.

[0144] 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).

[0145] As is clear from Figure 17(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.

[0146] 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.

[0147] 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.

[0148] 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.

[0149] Figure 18 is a diagram illustrating the gameplay according to the embodiment. Note that Figure 18 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 18(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 / 300.6. 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 probability of 55%, and special symbol C, which is a jackpot symbol, is determined with a probability of 45%.

[0150] 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.

[0151] 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 18(b).

[0152] 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.

[0153] In the state where lower-tier wins are easily achieved, the probability of winning a jackpot is approximately 1 / 300.6, the probability of winning a minor win is approximately 1 / 52.9, and the probability of winning a specific miss is approximately 1 / 255.0. In addition, in the state where lower-tier wins are easily achieved, the number of special 2 spins is set to 51 as the termination condition. In other words, the state where lower-tier wins are easily achieved can be described as a gameplay style in which the goal is to win a jackpot, minor win, or specific miss within 51 special 2 spins.

[0154] When a big win is achieved in a state where lower-tier wins are easily attainable, a special bonus game consisting of 10 or 3 rounds is executed. Also, when a minor win is achieved in a special bonus game consisting of 1 round, a minor win game consisting of 1 round is executed, and if a type 2 big win is achieved in this minor win game, a special bonus game consisting of 9 or 2 rounds is executed. In other words, when a minor win or big win is achieved based on a special bonus, 10 or 3 rounds of gameplay are executed. As described above, 150 prize balls can be obtained in one round, so in this case, the player can obtain 1500 or 450 prize balls.

[0155] In the following, a major game that involves 10 rounds of gameplay will be referred to as a 10R major game, and a major game that involves 3 rounds of gameplay will be referred to as a 3R major game. Furthermore, a jackpot or minor win that results in a 10R major game will be referred to as a 10R win, and a jackpot or minor win that results in a 3R major game will be referred to as a 3R win.

[0156] Then, if a big win or a small win is achieved in the special 2 variation while in the lower-prize easy win state, the game state of the major role game is reset to the lower-prize easy win state shown in Figure 18(b). If a big win, small win, or specific miss is not achieved while in the lower-prize easy win state, the so-called time-saving mode ends, and the game state returns to the normal state.

[0157] However, if the game is played correctly, when the 51st Special 2 spin is completed in the lower-prize easy state, four Special 2 reserves (hereinafter also referred to as Special 2 remaining reserves) will be stored. Therefore, even after the game state returns to the normal state, four more Special 2 spins will be performed, and if a big win or a small win is achieved during these four Special 2 spins, the state will be reset to the lower-prize easy state after the big win game.

[0158] Furthermore, if a specific miss occurs during a Special 2 spin while in a state where lower-tier prizes are easily won, the game state transitions to the C time-saving state shown in Figure 18(c) without going through a major prize game. In the C time-saving state, the probability of winning a big prize is approximately 1 / 300.6, the probability of winning a minor prize is approximately 1 / 52.9, and the probability of winning a specific miss is approximately 1 / 255.0. However, even if a specific miss occurs in the C time-saving state, it is treated the same as a normal miss. Also, in the C time-saving state, the number of Special 2 spins is set to 10,000 as the termination condition. In other words, the goal of the C time-saving state is to win a big prize or a minor prize in 10,000 Special 2 spins, but statistically, a big prize or a minor prize is guaranteed. To put it another way, the C time-saving state is a game state in which, if the game is played properly, a big prize or a minor prize can be reliably won.

[0159] In the C time-saving state, when a big win or a small win is achieved, there is a 50% chance that special symbols D and d will be determined, and a 50% chance that special symbols E, F, e, and f will be determined. If special symbols D and d are determined, a 10R big win game will be executed as shown in Figure 18(d2). On the other hand, if special symbols E, F, e, and f are determined, a 3R big win game will be executed as shown in Figure 18(d1).

[0160] In this case, if a 10R win is achieved in the C time-saving state, the game state after the 10R big win game is set to the state where higher-ranking wins are easy, as shown in Figure 18(e). On the other hand, if special symbols F and f that result in a 3R win are achieved in the C time-saving state, the game state after the 3R big win game is set to the state where lower-ranking wins are easy, and if special symbols E and e that result in a 3R win are achieved, the game state after the 3R big win game is set to the state where higher-ranking wins are easy.

[0161] In other words, in the C time-saving state, if you win a 10R, you will always transition to the state where it is easy to win a higher prize, whereas if you win a 3R, the probability of transitioning to the state where it is easy to win a higher prize is extremely low. To put it another way, if you win a 10R in the C time-saving state, the probability of being set to the state where it is easy to win a higher prize is higher than if you win a 3R. Also, if you win a 3R in the C time-saving state, the probability of being set to the state where it is easy to win a lower prize is higher than the probability of being set to the state where it is easy to win a higher prize.

[0162] In the state where it is easy to win a top prize, the probability of winning a big prize is approximately 1 / 300.6, the probability of winning a small prize is approximately 1 / 52.9, and the probability of winning a specific miss is approximately 1 / 255.0. However, even if you win a specific miss in the state where it is easy to win a top prize, it is treated the same as a normal miss. Also, in the state where it is easy to win a top prize, the number of special 2 spins is set to 100 as the termination condition. In other words, the state where it is easy to win a top prize can be described as a game where the goal is to win a big prize or a small prize within 100 special 2 spins.

[0163] If a big win or small win is achieved while in the state where high-ranking prizes are easily attainable, a 3R big win game or a 10R big win game will be executed, and the game state will be reset to the state where high-ranking prizes are easily attainable. On the other hand, if a big win or small win is not achieved within 100 special 2 spins while in the state where high-ranking prizes are easily attainable, the time-saving mode will end, and the game state will return to the normal state.

[0164] Thus, the state where winning a higher prize is easy is a more advantageous game state than the state where winning a lower prize is easy. Furthermore, in this embodiment, there is no direct transition from the state where winning a lower prize is easy to the state where winning a higher prize is easy; in order to transition to the state where winning a higher prize is easy, one must go through the C time-saving state. In other words, in the state where winning a lower prize is easy, the player is granted the right to transition to the state where winning a higher prize is easy by first winning a specific losing combination and transitioning to the C time-saving game state. When transitioning to the C time-saving state, a big win or a small win is guaranteed, but at this time, the probability of transitioning to the state where winning a higher prize is easy is 52%, and the probability of transitioning to the state where winning a lower prize is easy is 48%. When a 10R win is achieved in the C time-saving state, the player is guaranteed to transition to the state where winning a higher prize is easy, so the main objective in the C time-saving state is to win a 10R win.

[0165] In this example, the number of special 2 spins in the C time-saving state is set to 10,000, effectively guaranteeing a win of either a big or small prize. However, the number of special 2 spins may also be set so that the time-saving state can still be ended even in the C time-saving state.

[0166] Furthermore, while it is possible to be set to the "easy to win higher prizes" state when a 3R win occurs in the C time-saving state, it may also be possible to always be set to the "easy to win lower prizes" state or the normal state when a 3R win occurs in the C time-saving state. Also, while it is possible to always be set to the "easy to win higher prizes" state when a 10R win occurs in the C time-saving state, it may also be possible to set to the "easy to win lower prizes" state or the normal state with a predetermined probability when a 10R win occurs in the C time-saving state. However, even in this case, it is desirable to set the probability of transitioning to the "easy to win higher prizes" state to be higher when a 10R win occurs than when a 3R win occurs.

[0167] 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.

[0168] Figure 19 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.

[0169] 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.

[0170] (CPU initialization process of the main control board 300) Figure 20 is a first flowchart illustrating the CPU initialization process in the main control board 300 according to the embodiment, and Figure 21 is a second flowchart illustrating the CPU initialization process in the main control board 300 according to the embodiment.

[0171] 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).

[0172] (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.

[0173] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.

[0174] (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.

[0175] (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.

[0176] (Step S100-9) The main CPU 300a performs the necessary processing to allow access to the main RAM 300c.

[0177] (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.

[0178] (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.

[0179] (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.

[0180] (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.

[0181] (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.

[0182] (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.

[0183] (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.

[0184] (Step S100-25) The main CPU 300a sets the D register to 05H (checksum error state).

[0185] (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.

[0186] (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.

[0187] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the area being used.

[0188] (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.

[0189] (Step S100-35) The main CPU 300a sets the D register to 04H (RWM abnormal state) and moves processing to step S100-45.

[0190] (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.

[0191] (Step S100-39) The main CPU 300a sets the D register to 00H (ready to play).

[0192] (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.

[0193] (Step S100-43) The main CPU 300a sets the D register to 01H (setting change state).

[0194] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine status flag.

[0195] (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.

[0196] (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).

[0197] (Step S100-51) The main CPU 300a loads the gaming machine status flags.

[0198] (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.

[0199] (Step S110) The main CPU 300a performs the subcommand set processing. This subcommand set processing will be explained later.

[0200] (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.

[0201] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0202] (Step S100-59) The main CPU 300a performs the process to disable interrupts.

[0203] (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.

[0204] (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.

[0205] (Step S100-65) The main CPU 300a performs processing to send subcommands stored in the transmit buffer to the sub-control board 330.

[0206] (Step S100-67) The main CPU 300a performs the processing required to enable interrupts.

[0207] (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.

[0208] Figure 22 is a flowchart illustrating the subcommand group set processing (S110) in the main control board 300 according to the embodiment.

[0209] (Step S110-1) The main CPU 300a loads the flag values ​​of the gaming machine status flags.

[0210] (Step S110-3) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330. For example, if initialization processing was performed in step S100-47 above, a RAM clear command is set.

[0211] (Step S110-5) The main CPU 300a performs a machine command setting process, which involves setting a machine command indicating the machine type information of the gaming machine 100 into the transmission buffer.

[0212] (Step S110-7) The main CPU 300a performs a setting value specification command setting process, which sets a setting value specification command indicating the registered setting value into the transmission buffer.

[0213] (Step S110-9) The main CPU 300a performs the Special Figure 1 Reserved Command Setting Process, which sets the Special Figure 1 Reserved Command, indicating the number of Special Figure 1 Reserved Commands, into the transmission buffer.

[0214] (Step S110-11) The main CPU 300a performs the Special Figure 2 Reserved Command Setting Process, which sets the Special Figure 2 Reserved Command, indicating the number of Special Figure 2 Reserved Commands, into the transmission buffer.

[0215] (Step S110-13) The main CPU 300a performs a count command setting process, which involves setting a count command indicating the remaining number of turns in the time-saving game state into the transmission buffer.

[0216] (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.

[0217] (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.

[0218] (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.

[0219] (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.

[0220] 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.

[0221] (Power outage saving process for main control board 300 (XINT interrupt processing)) Figure 23 is a flowchart illustrating the power failure save process (XINT interrupt processing) in the main control board 300 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.

[0222] (Step S300-1) When a power failure warning signal is received, the main CPU 300a saves its registers.

[0223] (Step S300-3) The main CPU 300a checks for a power failure warning signal.

[0224] (Step S300-5) The main CPU 300a determines whether a power-off warning signal has been detected. As a result, if it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11, and if it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.

[0225] (Step S300-7) The main CPU 300a restores the register.

[0226] (Step S300-9) The main CPU 300a performs processing for enabling interrupts, and terminates the save processing when power is cut off.

[0227] (Step S300-11) The main CPU 300a executes output port clear processing for stopping output from the output port.

[0228] (Step S300-13) The main CPU 300a executes checksum setting processing for calculating and storing a checksum.

[0229] (Step S300-15) The main CPU 300a executes RAM protection setting processing necessary for prohibiting access to the main RAM 300c.

[0230] (Step S300-17) In order to set the power-off occurrence monitoring time, the main CPU 300a sets a predetermined number of power-off detection signal detections to the counter value of the loop counter.

[0231] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0232] (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.

[0233] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.

[0234] (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).

[0235] If a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are looping.

[0236] (Timer interrupt processing on the main control board 300) Figure 24 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.

[0237] (Step S400-1) The main CPU 300a saves the registers.

[0238] (Step S400-3) The main CPU 300a performs the processing required to enable interrupts.

[0239] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to an output port, and executes dynamic port output processing for controlling lighting of the first special symbol display 160, the second special symbol display 162, the first special symbol reservation display 164, the second special symbol reservation display 166, the normal symbol display 168, the normal symbol reservation display 170, the right-hand hitting notification display 172, and the performance display monitor 184.

[0240] (Step S400-7) The main CPU 300a reads various types of input port information and executes port input processing for accurately acquiring the latest switch state.

[0241] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine state flag.

[0242] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 above is 00H (game-enabled state). As a result, if it is determined that the value is 00H, the process proceeds to step S400-15; if it is determined that the value is not 00H, the process proceeds to step S400-13.

[0243] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 above is 03H (setting abnormal state) or higher. As a result, if it is determined that the value is 03H or higher, the process proceeds to step S400-27; if it is determined that the value is not 03H or higher, the process proceeds to step S450.

[0244] (Step S450) The main CPU 300a executes setting-related processing, and proceeds the process to step S400-27. Note that the setting-related processing will be described later.

[0245] (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.

[0246] (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.

[0247] (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.

[0248] 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.

[0249] (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.

[0250] (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.

[0251] (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.

[0252] (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.

[0253] (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.

[0254] (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.

[0255] (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.

[0256] (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.

[0257] (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.

[0258] (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.

[0259] (Step S400-35) The main CPU 300a performs the process to disable interrupts.

[0260] (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.

[0261] (Step S400-39) The main CPU 300a restores its registers and terminates the timer interrupt processing.

[0262] Figure 25 is a flowchart illustrating the above-mentioned setting-related processing (S450) according to the embodiment.

[0263] (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.

[0264] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a designated processing area.

[0265] (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.

[0266] (Step S450-7) The main CPU 300a adds 1 to the processing area setting value.

[0267] (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.

[0268] (Step S450-11) The main CPU 300a sets the processing area setting to 1.

[0269] (Step S450-13) The main CPU 300a sets the processing area settings in the setting value buffer.

[0270] (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.

[0271] (Step S450-17) The main CPU 300a sets a command indicating the completion of configuration-related processing into the send buffer.

[0272] (Step S110) The main CPU 300a executes the subcommand set processing shown in Figure 20. That is, when setting-related processing is executed, upon its completion, the following commands are sent to the sub-control board 330: 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.

[0273] (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.

[0274] 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 20). 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 24) are stopped and setting-related processes are executed.

[0275] 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.

[0276] 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.

[0277] 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.

[0278] 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.

[0279] 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.

[0280] Figure 26 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the embodiment.

[0281] (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.

[0282] (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.

[0283] (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.

[0284] (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.

[0285] (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.

[0286] (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.

[0287] (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.

[0288] (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.

[0289] (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.

[0290] (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.

[0291] (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.

[0292] (Step S500-15) The main CPU 300a sets the command for designating a general prize winner in the transmission buffer.

[0293] (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.

[0294] (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.

[0295] Figure 27 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to the embodiment.

[0296] (Step S510-1) The main CPU 300a loads the winning random number updated by the hardware random number generator.

[0297] (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.

[0298] (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".

[0299] (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.

[0300] (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.

[0301] (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.

[0302] Figure 28 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300 according to the embodiment.

[0303] (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.

[0304] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.

[0305] (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.

[0306] Figure 29 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 according to the embodiment.

[0307] (Step S530-1) The main CPU 300a is set to "01H" as the special symbol identification value.

[0308] (Step S530-3) The main CPU 300a sets the address for the special symbol 2 reserved ball count counter.

[0309] (Step S535) The main CPU 300a executes the special symbol random number acquisition process, which will be described later.

[0310] (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.

[0311] (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.

[0312] (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.

[0313] Figure 30 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.

[0314] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.

[0315] (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.

[0316] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.

[0317] (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.

[0318] (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".

[0319] (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.

[0320] (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.

[0321] (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.

[0322] (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.

[0323] (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.

[0324] (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.

[0325] (Step S535-21) The main CPU 300a loads the normal game management phase.

[0326] (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.

[0327] (Step S535-25) The main CPU 300a determines whether or not an abnormal prize has been awarded. If it determines that an abnormal prize has been awarded, it executes a predetermined abnormal prize award error processing process at the starting gate and terminates the special symbol random number acquisition process (step S535).

[0328] Figure 31 is a flowchart illustrating the acquisition-time performance determination process (step S536) in the main control board 300 according to the embodiment.

[0329] (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.

[0330] (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).

[0331] (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.

[0332] (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.

[0333] (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.

[0334] (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.

[0335] (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.

[0336] (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.

[0337] (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.

[0338] (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.

[0339] (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.

[0340] (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.

[0341] (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 performance determination process at the time of acquisition.

[0342] (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.

[0343] Figure 32 is a flowchart illustrating the process of passing through a specific region (S540) in the main control board 300 according to the embodiment.

[0344] (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.

[0345] 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).

[0346] (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.

[0347] (Step S540-5) The main CPU 300a turns on the flag for entering a specific region.

[0348] (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.

[0349] (Step S540-9) The main CPU 300a performs the prescribed error handling.

[0350] (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.

[0351] Figure 33 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.

[0352] As shown in Figure 33, the main ROM 300b stores multiple special game control modules for executing and controlling special games, and each of these special game control modules is associated with a special game management phase. Specifically, if the special game management phase is "00H", a module for executing the "special symbol variation waiting process" is called; if the special game management phase is "01H", a module for executing the "special symbol variation in progress process" is called; if the special game management phase is "02H", a module for executing the "special symbol stop symbol display process" is called; if the special game management phase is "03H" or "07H", a module for executing the "pre-opening process for the big prize slot" is called; if the special game management phase is "04H" or "08H", a module for executing the "big prize slot opening control process" is called; if the special game management phase is "05H" or "09H", a module for executing the "big prize slot closing valid process" is called; and if the special game management phase is "06H" or "0AH", a module for executing the "big prize slot closing wait process" is called.

[0353] Figure 34 is a flowchart illustrating the special game management process (step S600) in the main control board 300.

[0354] (Step S600-1) The main CPU 300a loads the special game management phase.

[0355] (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.

[0356] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 above and starts processing.

[0357] (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.

[0358] Figure 35 is a flowchart illustrating the special symbol variation waiting process in the main control board 300. This special symbol variation waiting process is executed when the special game management phase is "00H".

[0359] (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.

[0360] (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.

[0361] (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.

[0362] (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.

[0363] (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.

[0364] (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.

[0365] (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.

[0366] (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.

[0367] (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.

[0368] (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.

[0369] (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.

[0370] (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.

[0371] (Step S610-21) The main CPU 300a updates the special game management phase to "01H" and terminates the special symbol variation waiting process.

[0372] Figure 36 is a flowchart illustrating the special symbol hit detection process (S611) according to the embodiment described above.

[0373] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.

[0374] (Step S611-3) The main CPU 300a loads the registered settings from the settings buffer.

[0375] (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.

[0376] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal state).

[0377] (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.

[0378] (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.

[0379] (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.

[0380] (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.

[0381] Figure 37 is a flowchart illustrating the special pattern variation number determination process in the main control board 300 according to the embodiment.

[0382] (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.

[0383] 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.

[0384] 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.

[0385] (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.

[0386] (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.

[0387] (Step S612-7) The main CPU 300a loads the variable pattern selection status flag.

[0388] (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.

[0389] (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.

[0390] (Step S612-13) The main CPU 300a loads the variable pattern selection status flag.

[0391] (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).

[0392] (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.

[0393] (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.

[0394] (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.

[0395] (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.

[0396] (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.

[0397] Figure 38 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".

[0398] (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.

[0399] (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.

[0400] (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.

[0401] (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.

[0402] (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.

[0403] (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.

[0404] (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.

[0405] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0406] (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.

[0407] (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.

[0408] (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.

[0409] Figure 39 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".

[0410] (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.

[0411] (Step S630-3) The main CPU 300a checks the results of the major role lottery.

[0412] (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.

[0413] (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 Special 1) 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.

[0414] (Step S631) The main CPU 300a performs a change state update process to update the change state. This change state update process will be described later using Figure 40.

[0415] (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.

[0416] (Step S630-13) The main CPU 300a sets a count command in the transmission buffer to transmit the number of time reduction counts (special 2 variation counts, equal 1 variation counts) updated in step S630-7 above to the sub-control board 330.

[0417] (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.

[0418] (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.

[0419] (Step S632) The main CPU 300a performs the game state change process. This game state change process will be described later using Figure 41.

[0420] (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.

[0421] (Step S630-19) The main CPU 300a resets (sets) the game state to its initial state, which is the non-time-saving game state.

[0422] (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.

[0423] (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.

[0424] (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.

[0425] (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.

[0426] (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.

[0427] Figure 40 is a flowchart illustrating the fluctuating state update process in the main control board 300 according to the embodiment.

[0428] (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.

[0429] (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.

[0430] (Step S631-5) The main CPU 300a resets (sets to 0) the counter value (number of changes) of the change count counter.

[0431] (Step S631-7) The main CPU 300a updates the variable pattern selection status flag to 00H.

[0432] (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.

[0433] Figure 41 is a flowchart illustrating the game state change process in the main control board 300 according to the embodiment.

[0434] (Step S632-1) The main CPU 300a checks the current game status.

[0435] (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 the lower-prize easy-to-win state and the specific losing symbol that was displayed is the special symbol YC, the game state is set to the C time-saving state. If the current game state is anything other than the lower-prize easy-to-win state, the system proceeds to the next process without setting the game state.

[0436] (Step S632-5) The main CPU 300a sets the number of Special 2 and Special 1 fluctuations, which are the termination conditions, to the time-saving count counters (for Special 2 and Special 1), and then terminates the game state change process. However, if the current game state is anything other than the lower-prize easy state, the game state change process is terminated without setting any termination conditions.

[0437] Figure 42 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 performed when the special game management phase is "03H" or "07H".

[0438] (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.

[0439] (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".

[0440] (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.

[0441] (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.

[0442] (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.

[0443] Figure 43 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.

[0444] (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.

[0445] (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.

[0446] (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.

[0447] (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.

[0448] (Step S641-9) The main CPU 300a determines whether the large prize slot solenoid 128c is in the power-on state, that is, whether the control process to start powering the large prize slot solenoid 128c was performed in step S641-5 above. If it is determined that the power-on state has been started, the process moves to step S641-11; if it is determined that the power-on state has not been started, the large prize slot opening / closing switching process is terminated.

[0449] (Step S641-11) The main CPU 300a updates the counter value of the special electric mechanism opening / closing count counter to the current counter value plus "1", and then terminates the opening / closing process for the large prize slot.

[0450] Figure 44 is a flowchart illustrating the big prize opening control process in the main control board 300 according to the embodiment. This big prize opening control process is executed when the special game management phase is "04H" or "08H".

[0451] (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.

[0452] (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.

[0453] (Step S641) In step S650-3 above, if the counter value of the special electric mechanism opening / closing switch count counter is determined not to be the upper limit of the number of times the special electric mechanism can be opened / closed, the main CPU 300a executes the process of step S641 above.

[0454] (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.

[0455] (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.

[0456] (Step S650-9) The main CPU 300a saves the effective closing time (interval time) for the big prize slot to the special game timer.

[0457] (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").

[0458] (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.

[0459] Figure 45 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".

[0460] (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.

[0461] (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.

[0462] (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.

[0463] (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.

[0464] (Step S660-9) The main CPU 300a executes the ending time setting process, which saves the ending time to a special game timer.

[0465] (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").

[0466] (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.

[0467] Figure 46 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".

[0468] (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.

[0469] (Step S670-3) The main CPU 300a executes a state setting process to set the game state after the end of a major win game. Here, the game state after the end of the major win game is set as shown in Figure 15, based on the type of big win symbol and small win symbol that triggered the major win game, and the game state at the time of winning. Also, here, if a game state other than the normal state is set, the number of time-saving rounds (special 2 rotation rounds and special 1 rotation rounds), which are the termination conditions for that game state, is set in the time-saving round counter.

[0470] 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.

[0471] (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.

[0472] (Step S670-7) The main CPU 300a sets the number of times specified in the transmission buffer, corresponding to the number of time reductions (special 2 variation count and special 1 variation count) saved in step S670-3 above.

[0473] (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.

[0474] (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.

[0475] Figure 47 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.

[0476] As shown in Figure 47, 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.

[0477] Figure 48 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to the embodiment.

[0478] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0479] (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.

[0480] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above and starts processing.

[0481] (Step S700-7) The main CPU 300a loads the normal game timer, which manages the control time for normal gameplay.

[0482] Figure 49 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".

[0483] (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.

[0484] (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.

[0485] (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.

[0486] (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.

[0487] (Step S710-9) The main CPU 300a checks the current game state and selects and sets the corresponding regular symbol variation time data table.

[0488] (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.

[0489] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above to the normal game timer.

[0490] (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.

[0491] (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.

[0492] (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.

[0493] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and terminates the normal symbol variation waiting process.

[0494] Figure 50 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".

[0495] (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.

[0496] (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.

[0497] (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.

[0498] (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.

[0499] (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.

[0500] (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.

[0501] (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.

[0502] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and terminates the processing during the normal symbol variation.

[0503] Figure 51 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".

[0504] (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.

[0505] (Step S730-3) The main CPU 300a checks the results of the general lottery.

[0506] (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.

[0507] (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.

[0508] (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.

[0509] (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.

[0510] Figure 52 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".

[0511] (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.

[0512] (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.

[0513] (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.

[0514] Figure 53 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.

[0515] (Step S741-1) The main CPU 300a determines whether the counter value of the normal electric mechanism opening / closing switch count counter is the upper limit of the normal electric mechanism opening / closing switch count (the number of times the movable piece 122b opens and closes during one opening / closing control). If it is determined that the counter value is the upper limit, the normal electric mechanism prize entry opening / closing switch process is terminated. If it is determined that the counter value is not the upper limit, the process moves to step S741-3.

[0516] (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.

[0517] (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.

[0518] (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.

[0519] (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.

[0520] (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".

[0521] Figure 54 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".

[0522] (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.

[0523] (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.

[0524] (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.

[0525] (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.

[0526] (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.

[0527] (Step S750-9) The main CPU 300a saves the normal power-on state time to the normal game timer.

[0528] (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.

[0529] Figure 55 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".

[0530] (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.

[0531] (Step S760-3) The main CPU 300a saves the normal power end wait time to the normal game timer.

[0532] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and terminates the normal electric prize entry gate closing process.

[0533] Figure 56 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".

[0534] (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.

[0535] (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.

[0536] 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 18.

[0537] Next, the effects according to the embodiment will be described. In this embodiment, a pre-announcement effect is performed. The pre-announcement effect is performed using either the special 1 reserve stored in the first special reserve storage area or the special 2 reserve stored in the second special reserve storage area as the target reserve, and is started before the big prize lottery and the special symbol variation processing based on the target reserve are performed. In other words, the pre-announcement effect is an effect that suggests the reliability of a big win for the target reserve before the big prize lottery based on the target reserve is performed. Here, as an example of a pre-announcement effect, the winning lamp effect performed with the special 2 reserve as the target reserve in the time-saving game state will be described.

[0538] Figure 57 is a diagram illustrating the winning lamp effect according to the embodiment. The winning lamp effect is performed in the lower-level easy winning state, the C time reduction state, and the upper-level easy winning state. The winning lamp effect is an effect in which a predetermined lamp (effect certification device 204) provided on the game board 108 lights up in a predetermined light emission pattern, and basically it is an effect that suggests that the target reserve will win a 3R or 10R prize. Here, when a special 2 reserve is acquired, it is decided whether or not to perform the winning lamp effect with the special 2 reserve as the target reserve. When it is decided to perform the winning lamp effect, the lamp starts to light up immediately, that is, when the target reserve is acquired. In other words, the winning lamp effect starts when a game ball enters the second start opening 122 (hereinafter referred to as "when a prize is won").

[0539] The winning lamp effect is executed across multiple spinning sequences. For example, suppose a spinning sequence is being executed, and special 2 reserved symbols are stored in the first and second memory units of the second special symbol reserved symbol memory area. In this state, suppose a special 2 reserved symbol is stored in the third memory unit of the second special symbol reserved symbol memory area, and this special 2 reserved symbol is determined to be the target reserved symbol. In this case, the lamp lights up immediately after the target reserved symbol is acquired, and the lamp remains lit until the spinning sequence based on the target reserved symbol ends. Therefore, in this case, the lamp remains lit across four spinning sequences.

[0540] Figure 57 shows the relationship between the game state at the time of winning and the target reserve for the winning lamp effect. As shown in Figure 57, in the state where winning is easy and the C time-saving state, the special 2 reserve that results in a 3R win and the special 2 reserve that results in a 10R win can be the target reserve, while the special 2 reserve that results in a specific miss cannot be the target reserve. Although not shown in the illustration, the special 2 reserve that results in a normal miss cannot be the target reserve either. Therefore, when the winning lamp effect is performed in the state where winning is easy and the C time-saving state, it is guaranteed that a 3R win or a 10R win will be achieved based on the newly acquired special 2 reserve when the lamp lights up at the time of winning.

[0541] In this embodiment, the probability of the winning lamp animation being performed for a special 2 reserve that results in a 3R or 10R win is, for example, 50%. Therefore, even if the winning lamp animation is not performed, a 3R or 10R win may still occur. However, it is also possible that the winning lamp animation will always be performed when a special 2 reserve that results in a 3R or 10R win is acquired in a high-ranking easy win state or a C time-saving state.

[0542] In contrast, in a state where lower-ranking wins are easily achieved, the conditions for a reserve to become a target reserve for the winning lamp effect differ depending on whether or not a preceding reserve that results in a specific miss is stored. Here, a preceding reserve is a special 2 reserve that is stored when the target reserve is acquired, and is a special 2 reserve in which the big prize lottery or variation processing is executed before the target reserve. If a special 2 reserve that results in a specific miss is not included in the preceding reserve, then special 2 reserves that result in a specific miss, a 3R win, or a 10R win can become the target reserve.

[0543] Therefore, in the state where lower-ranking wins are easy, the win lamp effect suggests that a 3R or 10R win will be achieved, or that the game will transition from the state where lower-ranking wins are easy to the C time-saving state. However, it may be set so that certain misses cannot become target reserves. In this case, the win lamp effect will be an effect that suggests a major win will be performed, regardless of the game state.

[0544] Furthermore, if a special 2 reserve that results in a specific miss is included in the preceding reserve, only the special 2 reserve that results in a 10R win can be the target reserve. In other words, if a special 2 reserve that results in a specific miss is included in the preceding reserve, the winning lamp animation targeting a 3R win will not be executed. Therefore, if the winning lamp animation starts in a lower-payout easy-win state, and the game state transitions to the C time-saving state before the target reserve is consumed, it is guaranteed that the big win game executed afterward will be a 10R big win game.

[0545] Furthermore, if a special 2 reserve that results in a specific miss is included in the preceding reserve, the game state is in the C time-saving state when the big prize lottery based on the target reserve is executed. As described above, in this embodiment, in order to transition to the easy-to-win-up

[0546] If a special 2 reserve that results in a specific miss is included in the preceding reserve, and a special 2 reserve that results in a 10R win is acquired, the game will transition to a state where higher-level wins are easily obtained after the 10R big win game. Therefore, for example, if the game state transitions to the C time-saving state after the win lamp effect starts in the lower-level win-easily obtained state, but before the target reserve is consumed, the 10R big win game will be executed afterward, and it is certain that the game state will transition to the higher-level win-easily obtained state.

[0547] Figure 58 is a diagram illustrating the indications given by the winning lamp display according to the embodiment. As described above, the winning lamp display in the high-winning easy state and the C time-saving state indicates to the player that there is a winning reserve that will result in a 3R win or a 10R win. In contrast, in the low-winning easy state, if the player does not transition to the C time-saving state after the lamp lights up, it indicates to the player that there is a winning reserve or a specific losing reserve that will result in a specific loss.

[0548] Furthermore, in the lower-ranking easy-win state, if the game transitions to the C time-saving state after the lamp lights up, it is suggested that there is a winning reserve that will result in a 10R win, and that the game will definitely transition to the higher-ranking easy-win state. However, even in this case, it can be said that the game suggests the presence of a winning reserve or a specific losing reserve during the period before transitioning to the C time-saving state. In other words, during the period after the start of the win lamp animation and before transitioning to the C time-saving state, it is suggested that there is a winning reserve or a specific losing reserve, and by transitioning to the C time-saving state, the suggestion is upgraded to the presence of a winning reserve that will result in a 10R win, and the game will transition to the higher-ranking easy-win state. Therefore, in the lower-ranking easy-win state, the expectation of transitioning to the C time-saving state is increased during the period between the execution of the win lamp animation and the execution of the major prize lottery based on the target reserve.

[0549] As described above, according to the embodiment, it is possible to execute the winning lamp effect with special 2 reserves that result in a win per 3R and special 2 reserves that result in a win per 10R as target reserves. If the game state is changed after the start of the winning lamp effect but before the fluctuation processing based on the target reserves is executed, the expectation of winning per 10R based on the target reserves increases.

[0550] Furthermore, according to the embodiment, if the game state is changed after the winning lamp effect is started in the lower-prize easy-win state, but before the fluctuation process based on the target reserve is executed, the probability of being set to the upper-prize easy-win state after the end of the big win game, in which the special symbol determined based on the target reserve is stopped and displayed, increases.

[0551] This increases the expectation of transitioning to the C time-saving state between the time the winning lamp animation is performed and the time the big prize lottery based on the target reserved ball is performed, thereby improving the effect of the animation.

[0552] Next, we will explain the processing in the sub-control board 330 for executing the above-mentioned prize lamp effect. Here, we will explain the processing related to the prize lamp effect described above, and other processing will be omitted from the explanation.

[0553] (Sub-CPU initialization process of sub-control board 330) Figure 59 is a flowchart illustrating the sub-CPU initialization process of the sub-control board 330 according to the embodiment.

[0554] (Step S1000-1) When power is turned on, the sub-CPU 330a reads the CPU initialization program from the sub-ROM 330b and performs initialization and setting processes for flags and other items stored in the sub-RAM 330c.

[0555] (Step S1000-3) Next, the sub-CPU 330a performs the process of updating each random number for the animation, and thereafter repeats the process of step S1000-3 until an interrupt is processed. Note that there are multiple types of random numbers for the animation, and each random number for the animation is updated asynchronously.

[0556] (Sub-timer interrupt processing on sub-control board 330) Figure 60 is a flowchart illustrating the sub-timer interrupt processing of the sub-control board 330 according to the embodiment. The sub-control board 330 is provided with a reset clock pulse generation circuit (not shown) that generates clock pulses at a predetermined period (30 times per second). Upon generation of clock pulses by this reset clock pulse generation circuit, the sub-CPU 330a reads the timer interrupt processing program and starts the sub-timer interrupt processing.

[0557] (Step S1100-1) Sub-CPU 330a saves the registers.

[0558] (Step S1100-3) Sub-CPU 330a performs the processing required to enable interrupts.

[0559] (Step S1100-5) The sub-CPU 330a performs update processing for various timer counters used by the sub-control board 330. Here, unless otherwise specified, the timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 occurs, and the decrementing stops when they reach 0.

[0560] (Step S1200) The sub-CPU 330a analyzes the commands stored in the receive buffer of the sub-RAM 330c and performs various processing according to the received commands. When a command is sent from the main control board 300 to the sub-control board 330, a command reception interrupt is performed, and the command sent from the main control board 300 is stored in the receive buffer. Here, the command stored in the receive buffer by the command reception interrupt is analyzed.

[0561] (Step S1100-7) Sub-CPU 330a performs time schedule management processing by referring to the timetable and executing the processing corresponding to the time stored in the timetable.

[0562] (Step S1100-9) Sub-CPU 330a restores the registers and terminates the sub-timer interrupt processing.

[0563] Figure 61 is a flowchart illustrating the pre-read command reception process, which is executed when a pre-read command is received as part of the command analysis process described above. As described above, the pre-read command is set in the main control board 300 during the acquisition performance determination process in S536, and then transmitted to the sub-control board 330 in steps S100-65.

[0564] (Step S1210-1) Upon receiving a pre-reading command, the sub-CPU 330a determines whether the current game state is a state where winning a top prize is easy. If it determines that it is a state where winning a top prize is easy, it proceeds to step S1210-5; if it determines that it is not a state where winning a top prize is easy, it proceeds to step S1210-3.

[0565] (Step S1210-3) Sub-CPU 330a determines whether the current game state is the C time-saving state. If it determines that the state is the C time-saving state, it proceeds to step S1210-5; if it determines that the state is not the C time-saving state, it proceeds to step S1210-13.

[0566] (Step S1210-5) SubCPU 330a analyzes the received pre-read specification command and determines whether the newly acquired special 2 reserve is a winning reserve that will result in a 3R win or a 10R win. If it is determined to be a winning reserve, the process moves to step S1210-7; if it is determined not to be a winning reserve, the pre-read specification command reception process ends.

[0567] (Step S1210-7) Sub-CPU 330a performs a lottery to determine whether or not to execute the winning lamp animation. Alternatively, it may be decided to always execute the winning lamp animation without performing a lottery.

[0568] (Step S1210-9) In step S1210-7, the sub-CPU 330a determines whether the execution of the winning lamp animation has been decided. If it determines that the execution of the winning lamp animation has been decided, it proceeds to step S1210-11. If it determines that the execution of the winning lamp animation has not been decided, it terminates the pre-reading command reception process.

[0569] (Step S1210-11) Sub-CPU 330a stores the information necessary to execute the winning lamp animation and terminates the pre-reading command reception process. As a result, the winning lamp animation starts immediately.

[0570] (Step S1210-13) Sub-CPU 330a determines whether the current game state is a state where lower-payouts are easily attainable. If it determines that the state is a state where lower-payouts are easily attainable, it proceeds to step S1210-15. If it determines that the state is not a state where lower-payouts are easily attainable, it terminates the pre-reading command reception process.

[0571] (Step S1210-15) SubCPU 330a analyzes the received pre-reading command and determines whether the newly acquired special 2 reserve is a winning reserve that will result in a 10R win. If it is determined that it is a winning reserve that will result in a 10R win, the process moves to step S1210-21; if it is determined that it is not a winning reserve that will result in a 10R win, the process moves to step S1210-17.

[0572] (Step S1210-17) SubCPU 330a analyzes the received pre-read specification command and determines whether the newly acquired special 2-reserve is a winning reserve that results in a 3R win or a specific losing reserve that results in a specific loss. If it is determined to be either a winning reserve that results in a 3R win or a specific losing reserve, the process moves to step S1210-19. If it is determined to be neither a winning reserve for a 3R win nor a specific losing reserve, the pre-read specification command reception process ends.

[0573] (Step S1210-19) SubCPU 330a determines whether a specific losing hold is included in the preceding hold. If it determines that the specific losing hold is not included in the preceding hold, it proceeds to step S1210-21. If it determines that the specific losing hold is included in the preceding hold, it terminates the pre-reading command reception process.

[0574] (Step S1210-21) Sub-CPU 330a performs a lottery to determine whether or not to execute the winning lamp animation. Alternatively, it may be decided to always execute the winning lamp animation without performing a lottery.

[0575] (Step S1210-23) In step S1210-21, the sub-CPU 330a determines whether the execution of the winning lamp animation has been decided. If it determines that the execution of the winning lamp animation has been decided, it proceeds to step S1210-25. If it determines that the execution of the winning lamp animation has not been decided, it terminates the pre-reading command reception process.

[0576] (Step S1210-25) Sub-CPU 330a stores the information necessary to execute the winning lamp animation and terminates the pre-reading command reception process. As a result, the winning lamp animation starts immediately.

[0577] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.

[0578] In the above embodiment, the winning lamp effect was described as an example of a pre-announcement effect, but the content of the pre-announcement effect is not limited to this. For example, a predetermined image may be displayed continuously or intermittently on the main effect display unit 200a, or a predetermined image may be displayed repeatedly each time a variation effect is executed. Alternatively, a predetermined sound may be output continuously or intermittently.

[0579] Furthermore, in the above embodiment, the winning lamp animation is not performed when a normal loss occurs, but the winning lamp animation may be performed with a predetermined probability even when a normal loss occurs. Also, the game state in which the winning lamp animation is performed in the above embodiment is merely an example, and the game state in which the winning lamp animation is performed can be set as appropriate.

[0580] Furthermore, in the above embodiment, when a specific losing reserve is included in the preceding reserve in the lower-ranking easy-win state, the winning reserve that results in a 3R win cannot be the target reserve. However, for example, when a specific losing reserve is included in the preceding reserve in the lower-ranking easy-win state, the winning reserve that results in a 3R win that transitions from the C time-saving state to the upper-ranking easy-win state, that is, the winning reserve that results in special symbols E and e, may be the target reserve.

[0581] Furthermore, for example, if the sequence of reserved balls is such that it is confirmed that the machine will transition to a state where it is easy to win a higher prize due to the preceding reserved balls, the winning reserved ball that will result in a 3R win may be selected as the target reserved ball and the winning lamp effect may be executed. For example, suppose the preceding reserved balls include a special 2 reserved ball that will transition to a C time-saving state and a winning reserved ball that will result in a 10R win, and it is internally confirmed that the machine will transition to a state where it is easy to win a higher prize due to the winning reserved ball that will result in a 10R win. In such a situation, if a winning reserved ball that will result in a 3R win is newly stored, the winning lamp effect may be executed when the winning reserved ball that will result in a 3R win is acquired.

[0582] On the other hand, for example, suppose the preceding reserves include a special reserve that transitions to the C time-saving state and a winning reserve that results in a 3R win, and it is internally determined that the machine will transition to the lower-level easy-to-win state due to the winning reserve that results in a 3R win. In this situation, if a new winning reserve that results in a 10R win is stored, the winning lamp effect targeting that 10R winning reserve will not be executed. Thus, if the sequence of reserves is such that a transition to the higher-level easy-to-win state is determined, the winning lamp effect may be executed regardless of whether it is a 3R win or a 10R win.

[0583] Furthermore, for example, in the above embodiment, a 10R major prize game is executed, but there may be a winning symbol or a minor prize symbol that does not transition from the C time-saving state to the state where higher prizes are easily awarded. And, if a specific losing reserve is included in the preceding reserve, a winning reserve that results in a 10R win may become the target reserve, regardless of whether or not the transition from the C time-saving state to the state where higher prizes are easily awarded is made. In this way, if the transition to the C time-saving state occurs after the start of the prize lamp effect, the transition to the state where higher prizes are easily awarded is not guaranteed, but the execution of the 10R major prize game is guaranteed.

[0584] Furthermore, although the above embodiment described a mixed machine of type 1 and type 2 that is provided with both big wins and small wins, the present invention is also applicable to type 1 gaming machines that are provided only with big wins, or type 2 gaming machines that are provided only with small wins.

[0585] In any case, the present invention acquires predetermined information (Special 2 Reserve) based on the entry of a game ball into the starting area (second starting opening 122), stores the acquired predetermined information in a storage unit, determines one of a plurality of stop symbols (special symbols) including the first winning symbols (F, f) and the second winning symbols (special symbols D, E, d, e) based on the predetermined information, displays the symbols in a changing pattern on the symbol display unit (second special symbol display unit 162), and then performs a changing process to stop and display the determined stop symbol on the symbol display unit, and the first winning symbol is displayed on the symbol display unit. If the display shows "Stopped," a first advantageous game (3R major prize game) is executed, which allows the player to win a predetermined number of prize balls (450 balls). If the second winning symbol is displayed on the symbol display section, a second advantageous game (10R major prize game) is executed, which allows the player to win a larger number of prize balls than the first advantageous game. The game is then set to one of several game states with different game progression conditions, and an effect is executed using one of the acquired predetermined pieces of information as target information (target hold). It is preferable to execute a specific effect (winning lamp effect) that starts before the variable processing based on the target information is executed.

[0586] Furthermore, a specific performance can be executed using predetermined information that determines the first winning symbol and predetermined information that determines the second winning symbol as target information. If the game state changes after the start of the specific performance but before the change processing based on the target information is executed, the probability of determining the second winning symbol based on the target information should increase.

[0587] Furthermore, the present invention acquires predetermined information based on the entry of a game ball into the starting area, stores the acquired predetermined information in a storage unit, determines one of a plurality of stop symbols including a winning symbol based on the predetermined information, displays the symbols in a variable manner in the symbol display unit, performs a variable process to stop and display the determined stop symbol in the symbol display unit, and if a winning symbol is stopped and displayed in the symbol display unit, performs an advantageous game in which a prize ball can be won, sets the game to one of a plurality of game states with different degrees of advantage, including a first game state (easy to win) and a second game state (easy to win higher than the first game state), and performs an effect that is executed using one of the acquired predetermined information as target information, and preferably performs a specific effect that is started before the variable process based on the target information is executed.

[0588] Furthermore, it is possible to execute a specific performance using predetermined information that determines the winning symbol as target information, and at least the game state after the end of the advantageous game is set, and if the game state is changed after the specific performance is started in the first game state but before the variation processing based on the target information is executed, the probability of the winning symbol determined based on the target information stopping and being displayed on the symbol display unit and being set to the second game state after the end of the advantageous game is increased.

[0589] In the above embodiment, the main CPU 300a that executes the processing in S535 corresponds to the predetermined information acquisition means of the present invention. Furthermore, in the above embodiment, the main CPU 300a that executes the processing in S610-9 corresponds to the pattern determination means of the present invention. Furthermore, in the above embodiment, the main CPU 300a that executes the processing of S620 corresponds to the variable processing execution means of the present invention. Furthermore, in the above embodiment, the main CPU 300a that executes the processing in S640 to S660 corresponds to the advantageous game execution means of the present invention. Furthermore, in the above embodiment, the main CPU 300a that executes the processing of S670 corresponds to the game state setting means of the present invention. Furthermore, in the above embodiment, the sub-CPU 330a that performs the pre-reading specified command reception processing corresponds to the specific performance execution means of the present invention. [Explanation of Symbols]

[0590] 100 gaming machines 108 Game Boards 122 Second Starter Port 162 Second Special Pattern Display Unit 300 Main control board 300a Main CPU 330 Sub-control board 330a Sub-CPU

Claims

1. A game board with a starting area, A predetermined information acquisition means that acquires predetermined information based on the entry of a game ball into the starting area and stores the acquired predetermined information in a storage unit, A symbol determination means that determines one of a plurality of stop symbols, including a first winning symbol and a second winning symbol, based on the predetermined information, A variation processing execution means executes a variation process to stop and display the determined stop symbol in the pattern display unit after the pattern display unit has been displayed in a variation manner. When the first winning symbol is displayed on the symbol display unit, a first advantageous game is executed that allows a predetermined number of prize balls to be won, and when the second winning symbol is displayed on the symbol display unit, a second advantageous game is executed that allows a larger number of prize balls to be won than in the first advantageous game. A game state setting means for setting the game state to one of several game states with different game progression conditions, A specific performance execution means that performs a performance using any of the predetermined information acquired by the predetermined information acquisition means as target information, wherein the specific performance is started before the variation processing based on the target information is performed, Equipped with, The aforementioned specific performance execution means is The predetermined information used by the symbol determination means to determine the first winning symbol, and the predetermined information used by the symbol determination means to determine the second winning symbol, are used as the target information to execute the specific performance. If the game state is changed after the start of the specific performance and before the variation processing based on the target information is executed, the probability of the second winning symbol being determined based on the target information increases. A gaming machine characterized by the following features.

2. A game board with a starting area, A predetermined information acquisition means that acquires predetermined information based on the entry of a game ball into the starting area and stores the acquired predetermined information in a storage unit, A symbol determination means that determines one of a plurality of stop symbols, including a winning symbol, based on the predetermined information, A variation processing execution means executes a variation process to stop and display the determined stop symbol in the pattern display unit after the pattern display unit has been displayed in a variation manner. When the winning symbol is displayed in the symbol display section, the advantageous game execution means executes an advantageous game in which prize balls can be won, A game state setting means for setting the game state to one of a plurality of game states, each having a different degree of advantage, including a first game state and a second game state that is more advantageous than the first game state, A specific performance execution means that performs a performance using any of the predetermined information acquired by the predetermined information acquisition means as target information, wherein the specific performance is started before the variation processing based on the target information is performed, Equipped with, The aforementioned specific performance execution means is The predetermined information, which determines the winning pattern by the pattern determination means, can be used as the target information to execute the specific performance. The game state setting means sets the game state at least after the end of the advantageous game, If the game state is changed after the specific performance is initiated in the first game state but before the variation processing based on the target information is executed, the likelihood of being set to the second game state after the advantageous game, in which the winning symbol determined based on the target information is stopped and displayed on the symbol display unit, increases. A gaming machine characterized by the following features.

Citation Information

Patent Citations

  • Game machine

    JP2012081079A