Gaming Machines
Patent Information
- Application Number
- JP2021075218
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-27
- Publication Date
- 2025-02-26
- Estimated Expiration
- 2041-04-27
AI Technical Summary
【0011】 本発明によれば、遊技を適切に進行することが可能となる。
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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that determines by lottery whether or not to award a gaming advantage to a player. [Background technology]
[0002] In a pachinko machine, a game ball is launched toward a game area in a game board by a player operating a handle, and a lottery for a special symbol is executed on the condition that the game ball that flows down the game area enters a starting hole. Then, when a specific special symbol indicating a jackpot is displayed on the special symbol display, a big prize game that is more advantageous to the player than a normal game starts, and the player can receive a large amount of prize balls (game media, game value).
[0003] In addition, in a slot machine as a gaming machine, a lottery is held for a winning combination in response to the player's bet of medals (gaming media, gaming value) and the operation of a start switch, and multiple reels with various symbols are rotated. The reels are stopped sequentially in response to the lottery result and the operation of a stop switch by the player, and when a symbol combination corresponding to a winning combination is displayed on an active line, which is a line that is the subject of a payout, a predetermined number of medals is paid out, and a gaming profit (hereinafter simply referred to as a gaming profit) is awarded to the player.
[0004] Furthermore, development is underway on controlled gaming machines that use a sealed circulation system for pachinko machines, allowing players to play without touching the gaming balls (e.g., Patent Document 1), and medal-less gaming machines that allow players to play without the need for medals (e.g., Patent Document 2). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2020-156551 A [Patent Document 2] JP 2015-134014 A Summary of the Invention [Problem to be solved by the invention]
[0006] In such a managed gaming machine or medalless gaming machine, it is not necessary to provide a path for distributing gaming media such as gaming balls and medals outside the gaming machine, and in the medalless gaming machine, the physical gaming media itself is not necessary. In this way, the gaming media itself is not used in the medalless gaming machine, and by using non-magnetic gaming balls in the managed gaming machine, it is possible to prevent cheating that assumes the use of metallic gaming media. In addition, since it is not necessary to provide a mechanism for inserting and paying out gaming media in the gaming machine, it is possible to reduce design costs and manufacturing costs. Furthermore, by centrally managing the lending of gaming media to players and the counting of acquired gaming media, it is possible to prevent fraud and suppress gambling. On the other hand, since electronic gaming media (gaming value) and non-magnetic gaming media are used instead of physical gaming media, the management state of data inside the gaming machine must also be changed, and it is necessary to respond to the new mechanism while suppressing the increase in memory capacity.
[0007] In view of the above problems, the present invention aims to provide a gaming machine that allows a game to be played appropriately. [Means for solving the problem]
[0008] In order to solve the above problem, a gaming machine is provided having a first CPU, a specific FIFO belonging to the first CPU, and a second CPU, wherein when a command is generated by the first CPU, the first CPU divides the generated command into multiple pieces in a predetermined number of byte units, and if there is free space in the specific FIFO in the byte units, the divided commands are stored in the specific FIFO sequentially, and the specific FIFO transmits the command that was stored earliest to the second CPU.
[0009] If the specific FIFO has free space in byte units, the first CPU may sequentially store the divided commands in the specific FIFO, calculate a checksum for the divided commands, and store all the commands in the specific FIFO, and then store the calculated checksum in the specific FIFO.
[0010] The command may be larger than the capacity of the particular FIFO. Effect of the Invention
[0011] According to the present invention, it is possible to appropriately progress a game. [Brief description of the drawings]
[0012] [Figure 1] 1 is an oblique view of a gaming machine showing the door in the simultaneous rotation reference example in an open state. [Diagram 2] FIG. 2 is a front view of a gaming machine relating to a simultaneous rotation reference example. [Diagram 3] A diagram explaining the second large prize slot in the simultaneous spinning reference example. [Figure 4] A block diagram showing the internal configuration of a control means for controlling the progress of a game in the simultaneous rotation reference example. [Diagram 5] 13 is an address map of a memory area used by a main CPU according to a reference example of simultaneous rotation. [Figure 6] This is a diagram explaining the random number judgment table for determining a jackpot at low probability in the simultaneous spin reference example. [Figure 7] This is a diagram explaining a random number judgment table for determining a jackpot at high probability in a simultaneous spin reference example. [Figure 8] A diagram explaining a winning pattern random number determination table and a small winning pattern random number determination table for a simultaneous spin reference example. [Figure 9] A diagram explaining a reach group determination random number judgment table for the simultaneous rotation reference example. [Figure 10] A figure explaining a reach mode determination random number judgment table for the simultaneous rotation reference example. [Figure 11] A figure explaining a variation pattern random number determination table for the simultaneous rotation reference example. [Figure 12] FIG. 13 is a diagram illustrating a variable time determination table according to a simultaneous rotation reference example. [Figure 13] A diagram explaining the game state and variable time for the simultaneous spin reference example. [Figure 14] This is the first diagram explaining the special electric role operation ram set table for the simultaneous rotation reference example. [Figure 15] This is the second diagram explaining the special electric role operation ram set table for the simultaneous rotation reference example. [Figure 16] A diagram explaining a game status setting table for a simultaneous rotation reference example. [Figure 17] A diagram explaining a random number judgment table for determining a win in the simultaneous rotation reference example. [Figure 18] 1A is a diagram explaining a normal pattern change time data table for a simultaneous rotation reference example, and FIG. 1B is a diagram explaining an opening / closing control pattern table for a simultaneous rotation reference example. [Figure 19] A figure explaining the transition of game states in accordance with the original gameplay of the simultaneous spin reference example. [Figure 20] A figure explaining the transition of the game state when the game is not played properly in the simultaneous spin reference example. [Figure 21] A figure explaining the gaming machine status flag for the simultaneous spin reference example. [Figure 22] 11 is a first flowchart illustrating a CPU initialization process in a main control board according to a simultaneous rotation reference example. [Diagram 23] 13 is a second flowchart illustrating the CPU initialization process in the main control board according to the simultaneous rotation reference example. [Figure 24] 13 is a flowchart illustrating a sub-command group set process in a main control board according to a simultaneous rotation reference example. [Diagram 25] 13 is a flowchart illustrating a save process during power interruption in a main control board according to a simultaneous rotation reference example. [Figure 26] 13 is a flowchart illustrating timer interrupt processing in a main control board in a simultaneous rotation reference example. [Figure 27] 13 is a flowchart illustrating setting-related processing in a main control board according to a simultaneous rotation reference example. [Figure 28] 13 is a flowchart illustrating a switch management process in a main control board according to a simultaneous rotation reference example. [Figure 29] 13 is a flowchart illustrating a gate passing process in a main control board according to a simultaneous rotation reference example. [Diagram 30] 13 is a flowchart explaining the first starting port passing process in the main control board in the simultaneous rotation reference example. [Diagram 31] 13 is a flowchart explaining the second starting port passing process in the main control board in the simultaneous rotation reference example. [Diagram 32] A flowchart explaining the special pattern random number acquisition process in the main control board for the simultaneous rotation reference example. [Diagram 33] 13 is a flowchart illustrating the acquisition time performance determination process in the main control board for the simultaneous rotation reference example. [Diagram 34] A flowchart explaining the large prize opening passing processing in the main control board for the simultaneous rotation reference example. [Diagram 35] A figure explaining the special game management phase and the special electric device game management phase in the simultaneous spinning reference example. [Diagram 36] 13 is a flowchart explaining the special game management processing in the main control board for the simultaneous rotation reference example. [Figure 37] A flowchart explaining the special pattern change waiting process in the main control board for the simultaneous rotation reference example. [Figure 38] 13 is a flowchart explaining the special pattern winning determination process in the main control board for the simultaneous rotation reference example. [Figure 39] 13 is a flowchart explaining the special pattern variable number determination process in the main control board for the simultaneous rotation reference example. [Diagram 40] 13 is a flowchart illustrating the number of times cutoff management processing in the main control board in the simultaneous rotation reference example. [Diagram 41] A flowchart explaining the processing during special pattern changes on the main control board in the simultaneous rotation reference example. [Diagram 42] 13 is a flowchart explaining the forced pattern stop processing in the main control board for the simultaneous rotation reference example. [Diagram 43] 13 is a flowchart explaining the special pattern stop pattern display processing in the main control board for the simultaneous rotation reference example. [Diagram 44] 13 is a flowchart explaining the special electric device play management processing in the main control board for the simultaneous rotation reference example. [Diagram 45] A flowchart explaining the processing before opening the large prize opening in the main control board for the simultaneous rotation reference example. [Figure 46] A flowchart explaining the large prize opening / closing switching process in the main control board for the simultaneous rotation reference example. [Figure 47] A flowchart explaining the large prize opening control process in the main control board for the simultaneous rotation reference example. [Figure 48] A flowchart explaining the large prize opening closure activation process in the main control board for the simultaneous rotation reference example. [Figure 49] A flowchart explaining the large prize opening end wait processing in the main control board for the simultaneous rotation reference example. [Figure 50] A diagram explaining the normal game management phase related to the simultaneous rotation reference example. [Figure 51] 13 is a flowchart explaining the normal game management processing in the main control board for the simultaneous rotation reference example. [Figure 52] A flowchart explaining the normal pattern change waiting process in the main control board for the simultaneous rotation reference example. [Figure 53] A flowchart explaining the processing during normal pattern fluctuation in the main control board for the simultaneous rotation reference example. [Figure 54]A flowchart explaining the normal pattern stop pattern display processing in the main control board for the simultaneous rotation reference example. [Figure 55] This is a flowchart explaining the processing before opening of the winning opening of a normal electric device in the main control board for the simultaneous rotation reference example. [Figure 56] This is a flowchart explaining the normal electric gimmick prize opening / closing switching process in the main control board for the simultaneous rotation reference example. [Figure 57] This is a flowchart explaining the control processing for opening the winning opening of a normal electric device in the main control board for the simultaneous rotation reference example. [Figure 58] This is a flowchart explaining the normal electric device winning opening closure validity processing in the main control board for the simultaneous rotation reference example. [Figure 59] This is a flowchart explaining the normal electric gimmick winning slot end wait processing in the main control board for the simultaneous rotation reference example. [Figure 60] This is a diagram illustrating an example of a variable presentation of a no-reach variable pattern related to a reference presentation example. [Figure 61] This is a diagram illustrating an example of a normal reach fluctuation pattern fluctuation presentation related to a presentation reference example. [Figure 62] This is a diagram illustrating an example of a change in the development reach change pattern when a miss occurs in accordance with a reference example of the performance. [Figure 63] This is a diagram illustrating an example of a change presentation of a development reach change pattern at the time of a jackpot, which is related to a reference presentation example. [Figure 64] This is a diagram illustrating an example of a variable presentation when the reach development presentation relating to the presentation reference example is executed twice. [Figure 65] 13 is a diagram illustrating an example of a pseudo-continuous reach fluctuation pattern fluctuation presentation relating to a presentation reference example. FIG. [Figure 66] A figure explaining a variable performance decision table related to a performance reference example. [Figure 67] A figure explaining an example of a hold display presentation related to a reference presentation example. [Figure 68]1A is a diagram explaining a final hold display pattern determination table relating to a reference example of presentation, and FIG. 1B is a diagram explaining a previous hold display pattern determination table relating to a reference example of presentation. [Figure 69] 13 is a flowchart explaining the sub-CPU initialization processing in the sub-control board for the reference example performance. [Figure 70] 13 is a flowchart explaining sub-timer interrupt processing in a sub-control board for a reference example of a performance. [Figure 71] 13 is a flowchart explaining the pre-reading designation command reception processing in the sub-control board for the reference example performance. [Figure 72] 13 is a flowchart explaining the variable command receiving processing in the sub-control board for the reference example performance. [Figure 73] FIG. 1 is an external view for explaining a schematic mechanical configuration of a slot machine. [Figure 74] 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. FIG. [Figure 75] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 76] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine. [Figure 77] FIG. 13 is an explanatory diagram for explaining a winning combination. [Figure 78] FIG. 13 is a diagram showing a winning type lottery table. [Figure 79] FIG. 13 is a diagram showing a winning type lottery table. [Figure 80] FIG. 11 is an explanatory diagram for explaining the transition of a game state. [Figure 81] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Figure 82] 13 is a flowchart illustrating a CPU initialization process in the main control board. [Figure 83] 11 is a flowchart illustrating a cold start process in a main control board. [Figure 84] 11 is a flowchart illustrating an error stop process in the main control board. [Figure 85] 13 is a flowchart illustrating a setting value switching process in a main control board. [Figure 86] 11 is a flowchart illustrating an initialization start process in the main control board. [Figure 87] 13 is a flowchart illustrating a state restoration process in a main control board. [Figure 88] 13 is a flowchart explaining game start processing on the main control board. [Figure 89] 13 is a flowchart explaining the game medal insertion processing on the main control board. [Figure 90] 13 is a flowchart illustrating an internal lottery process in the main control board. [Figure 91] 13 is a flowchart illustrating a pattern code setting process in the main control board. [Figure 92] 13 is a flowchart explaining the processing performed during reel rotation on the main control board. [Figure 93] 13 is a flowchart explaining the reel stop processing in the main control board. [Figure 94] 13 is a flowchart illustrating a display determination process in a main control board. [Figure 95] 13 is a flowchart explaining the payout process in the main control board. [Figure 96] 13 is a flowchart explaining game transition processing on the main control board. [Figure 97] 11 is a flowchart illustrating a save process in the main control board when power is turned off. [Figure 98] 13 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 99] FIG. 2 is a diagram for explaining electrical connections around a main CPU. [Figure 100] FIG. 2 is a block diagram showing the internal configuration of a CPU core. [Figure 101] FIG. 2 is a diagram illustrating a configuration of a register. [Figure 102] FIG. 2 is an explanatory diagram showing a memory map. [Figure 103] FIG. 2 is an explanatory diagram showing the appearance of a main control board. [Figure 104] 11 is an explanatory diagram for explaining a display mode of a ratio display section. FIG. [Figure 105] 11 is a flowchart showing a first example of calculation of the reel ratio. [Figure 106] FIG. 11 is an explanatory diagram for explaining a first calculation example using only an 8-bit MUL instruction; [Figure 107] 4 is a flowchart showing specific processing for implementing a first calculation example. [Figure 108] FIG. 11 is a diagram showing an example of a specific command for implementing the first calculation example. [Figure 109] FIG. 11 is an explanatory diagram for explaining a second calculation example using a 16-bit multiplier. [Figure 110] 10 is a flowchart showing specific processing for implementing the second calculation example. [Figure 111] FIG. 11 is a diagram showing an example of a specific command for implementing the second calculation example. [Figure 112] FIG. 11 is a diagram showing an example of a specific command for implementing the first calculation example. [Figure 113] FIG. 11 is an explanatory diagram for explaining a third calculation example using repeated subtraction of a number multiplied by a power of two. [Fig. 114] 13 is a flowchart showing specific processing for implementing the third calculation example. [Figure 115] FIG. 13 is a diagram showing an example of a specific command for implementing the third calculation example. [Fig. 116] 13 is a flowchart showing specific processing for implementing the fourth calculation example. [Figure 117] FIG. 13 is a diagram showing an example of a specific command for implementing the fourth calculation example. [Fig. 118] 13 is a flowchart showing specific processing for implementing the fifth calculation example. [Figure 119] FIG. 13 is a diagram showing an example of a specific command for implementing the fifth calculation example. [Figure 120] 13 is a flowchart showing specific processing for implementing the sixth calculation example. [Figure 121] FIG. 13 is a diagram showing an example of a specific command for implementing the sixth calculation example. [Figure 122] 11 is a flowchart showing a specific process of a BYTESEL module. [Figure 123] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a BYTESEL module. [Figure 124] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a BYTESEL module. [Fig. 125] FIG. 13 is an explanatory diagram for explaining another example of the command for implementing the BYTESEL module. [Fig. 126] FIG. 13 is an explanatory diagram for explaining still another example of a command for implementing a BYTESEL module. [Figure 127] 11 is a flowchart showing a specific process of a WORDSEL module. [Figure 128] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a WORDSEL module. [Figure 129] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a WORDSEL module. [Fig. 130] FIG. 13 is an explanatory diagram for explaining another example of the command for implementing the WORDSEL module. [Fig. 131] FIG. 13 is an explanatory diagram for explaining still another example of a command for implementing a WORDSEL module. [Fig. 132] FIG. 11 is an explanatory diagram for explaining a CAL_MOD module. [Fig. 133] FIG. 2 is an explanatory diagram for explaining a HID_JUG module. [Fig. 134] 11 is a flowchart showing specific processing of a RAMSET module. [Fig. 135]FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a RAMSET module. [Fig. 136] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a RAMSET module. [Fig. 137] FIG. 13 is an explanatory diagram for explaining another example of a command for implementing a RAMSET module. [Fig. 138] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a TABLSET module. [Figure 139] FIG. 13 is an explanatory diagram for explaining another example of the command for realizing the TABLSET module. [Fig. 140] 13 is a flowchart showing specific processing of a BYTEDEC module. [Fig. 141] FIG. 11 is an explanatory diagram for explaining the decrement mode and the setting of the zero flag and the carry flag in the BYTEDEC module. [Fig. 142] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a BYTEDEC module. [Fig. 143] FIG. 11 is an explanatory diagram for explaining another example of a command for implementing a BYTEDEC module. [Fig. 144] FIG. 2 is an explanatory diagram for explaining a RAM_DEC module. [Fig. 145] 11 is a flowchart showing a specific process of a WORDDEC module. [Fig. 146] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a WORDDEC module. [Fig. 147] FIG. 13 is an explanatory diagram for explaining another example of the command for implementing the WORDDEC module. [Fig. 148] FIG. 11 is an explanatory diagram for explaining an example of a process for returning from a subroutine. [Figure 149] FIG. 2 is an explanatory diagram for explaining a PY_CMDA module. [Fig. 150]FIG. 2 is an explanatory diagram for explaining a GAT_PAS module. [Fig. 151] FIG. 2 is an explanatory diagram for explaining a TDN_PAS module. [Fig. 152] FIG. 2 is an explanatory diagram for explaining an FD_OPN module. [Fig. 153] FIG. 13 is an explanatory diagram for explaining a TZ_STA module. [Fig. 154] FIG. 13 is an explanatory diagram for explaining a TZ_RGET module. [Fig. 155] FIG. 1 is an explanatory diagram for explaining a TRSVSEL module. [Fig. 156] FIG. 11 is an explanatory diagram for explaining a TDOVCHK module. [Fig. 157] FIG. 11 is an explanatory diagram for explaining a BER_CHK module. [Fig. 158] FIG. 2 is an explanatory diagram for explaining a TEF_SEL module. [Fig. 159] FIG. 13 is an explanatory diagram for explaining a SET_RIG module. [Fig. 160] FIG. 2 is an explanatory diagram for explaining a PRE_LOT module. [Fig. 161] FIG. 13 is an explanatory diagram for explaining a REG_LOT module. [Fig. 162] FIG. 2 is an explanatory diagram for explaining a BIG_SLT module. [Fig. 163] FIG. 2 is an explanatory diagram for explaining a NAV_SET module. [Fig. 164] 13 is a flowchart showing specific processing of a TOK_PRC module. [Fig. 165] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a TOK_PRC module. [Fig. 166] 11 is a flowchart showing specific processing of a TEF_SEL module. [Fig. 167] FIG. 11 is an explanatory diagram for explaining an example of a command for realizing a TEF_SEL module. [Fig. 168]13 is a flowchart showing specific processing of a SWI_PRC module. [Fig. 169] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a SWI_PRC module. [Fig. 170] 13 is a flowchart showing specific processing of a CPUINIT module. [Fig. 171] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a CPUINIT module. [Fig. 172] FIG. 2 is an explanatory diagram for explaining a TMR_IPT module. [Fig. 173] 13 is a flowchart showing specific processing of an FZ_SPN module. [Fig. 174] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an FZ_SPN module. [Fig. 175] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a CPUINIT module. [Fig. 176] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an EXE_SET module. [Fig. 177] 13 is a flowchart showing specific processing of the HPT_GRP module. [Fig. 178] 13A and 13B are explanatory diagrams illustrating an example of a command for realizing the HPT_GRP module, and 13C is an explanatory diagram illustrating an example of a reach group determination random number judgment table. [Fig. 179] FIG. 13 is an explanatory diagram for explaining an E_ILGER module. [Fig. 180] FIG. 2 is an explanatory diagram for explaining an E_LEVOT module. [Fig. 181] 13 is a flowchart showing a specific process of the SBC_OUT module. [Fig. 182] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an SBC_OUT module. [Fig. 183]FIG. 13 is an explanatory diagram for explaining an example of another command for implementing the SBC_OUT module. [Fig. 184] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an FZ_OPN module. [Fig. 185] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a TD_OPN module. [Fig. 186] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an HSY_PRC module. [Fig. 187] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an FDN_CHK module. [Fig. 188] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an FZ_STP module. [Fig. 189] FIG. 2 is a block diagram for explaining the configuration of a random number generator. [Fig. 190] FIG. 13 is a diagram for explaining a combination of random number generation units. [Fig. 191] 13 is a flowchart showing specific processing of an SMC_ROT module. [Fig. 192] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an SMC_ROT module. [Fig. 193] FIG. 13 is an explanatory diagram for explaining another example of the command for implementing the SMC_ROT module. [Fig. 194] 13 is a flowchart showing a specific process of an INITIAL module. [Fig. 195] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an INITIAL module. [Fig. 196] FIG. 13 is an explanatory diagram for explaining another example of the command for implementing the INITIAL module. [Figure 197] FIG. 11 is an explanatory diagram for explaining a RANKSET module. [Figure 198] FIG. 13 is an explanatory diagram for explaining a PWRFAIL module. [Figure 199] FIG. 2 is an explanatory diagram for explaining a DYM_OUT module. [Figure 200] 13 is a flowchart showing a specific process of the IPT_PD module. [Figure 201] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an IPT_PD module. [Fig. 202] FIG. 13 is an explanatory diagram for explaining another example of the command for implementing the IPT_PD module. [Fig. 203] FIG. 2 is an explanatory diagram for explaining a DYNMOUT module. [Fig. 204] FIG. 11 is an explanatory diagram for explaining an EXT_PRC module. [Fig. 205] 13 is a flowchart showing a specific process of a STOPDCT module. [Fig. 206] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a STOPDCT module. [Fig. 207] FIG. 13 is an explanatory diagram for explaining another example of the command for implementing the STOPDCT module. [Fig. 208] 13 is a flowchart showing specific processing of an E_SETTM module. [Fig. 209] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an E_SETTM module. [Fig. 210] FIG. 13 is an explanatory diagram for explaining another example of the command for implementing the E_SETTM module. [Fig. 211] FIG. 2 is an explanatory diagram for explaining a DYM_OUT module. [Fig. 212] FIG. 2 is an explanatory diagram for explaining a DYM_OUT module. [Fig. 213] 13 is a flowchart showing specific processing of an E_SETTM module. [Fig. 214] FIG. 13 is an explanatory diagram for explaining still another example of a command for implementing an E_SETTM module. [Fig. 215]13 is a flowchart showing a specific process of a RAM_INC module. [Fig. 216] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a RAM_INC module. [Fig. 217] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a RAM_INC module. [Fig. 218] FIG. 13 is an explanatory diagram for explaining another example of the command for implementing the RAM_INC module. [Fig. 219] FIG. 13 is an explanatory diagram for explaining another example of the command for implementing the RAM_INC module. [Fig. 220] 13 is a flowchart showing a specific process of a TABLESET module. [Fig. 221] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a TABLSET module. [Fig. 222] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a TABLSET module. [Fig. 223] FIG. 13 is an explanatory diagram for explaining another example of the command for realizing the TABLSET module. [Fig. 224] 13 is a flowchart showing specific processing of an IPT_PC module. [Fig. 225] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an IPT_PC module. [Fig. 226] 13 is a flowchart showing specific processing of a CMDPROC module. [Fig. 227] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a CMDPROC module. [Fig. 228] 13 is a flowchart showing a specific process of a SET_PLS module. [Fig. 229] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing a SET_PLS module. [Fig. 230]13 is a flowchart showing specific processing of an OTM_ATK module. [Fig. 231] FIG. 11 is an explanatory diagram for explaining an example of a command for implementing an OTM_ATK module. [Fig. 232] FIG. 13 is an explanatory diagram illustrating an example of a command for implementing a KRS_JDG module. [Fig. 233] FIG. 13 is an explanatory diagram for explaining another example of the command for implementing the KRS_JDG module. [Fig. 234] FIG. 13 is a diagram showing an example of a command for setting a value in a Q′ register. [Fig. 235] FIG. 13 is a diagram showing an example of a command for setting a value in a Q′ register. [Fig. 236] FIG. 13 is a diagram showing an example of a command for setting a value in a Q′ register. [Fig. 237] FIG. 13 is a diagram showing an example of a command for setting a value in a Q′ register. [Fig. 238] FIG. 13 is a diagram for explaining the transition of register banks and register groups. [Fig. 239] FIG. 2 is a functional block diagram showing the gaming system. [Fig. 240] 1 is an external view for explaining the general mechanical configuration of a medalless gaming machine and a dedicated unit. FIG. [Fig. 241] A block diagram showing a schematic electrical configuration of the medalless gaming machine and the dedicated unit. [Fig. 242] FIG. 13 is an explanatory diagram for explaining another substrate configuration. [Fig. 243] FIG. 2 is an explanatory diagram for explaining an enclosure mode of a case. [Fig. 244] An explanatory diagram to explain the CPU and areas that execute each function of the medalless gaming machine. [Fig. 245] An explanatory diagram for explaining the format of a gaming machine information notification. [Fig. 246] An explanatory diagram for explaining the format of a gaming machine information notification. [Fig. 247]An explanatory diagram for explaining the format of a gaming machine information notification. [Fig. 248] An explanatory diagram for explaining the format of a gaming machine information notification. [Fig. 249] FIG. 11 is an explanatory diagram for explaining the format of a counting notification. [Fig. 250] 13 is an explanatory diagram for explaining the format of a loan acceptance result response. FIG. [Fig. 251] FIG. 13 is an explanatory diagram for explaining the format of a lending notice. [Fig. 252] 13 is a timing chart showing the timing of notification of gaming machine information, counting notification, loan notification, and loan receipt result response. [Fig. 253] 11 is an explanatory diagram for explaining the timing of transmitting a gaming machine information notification. FIG. [Fig. 254] 11 is a flowchart showing communication specifications when power is turned on. [Figure 255] 11 is a flowchart showing communication specifications during operation. [Fig. 256] 13 is a flowchart showing communication specifications at the end of a game. [Fig. 257] 13 is a flowchart showing a process of updating a setting change signal. [Fig. 258] 13 is a flowchart showing an update process of a setting confirmation signal. [Fig. 259] An explanatory diagram showing a comparison example of communication processing between a main CPU and a medal count control CPU. [Fig. 260] FIG. 13 is a flowchart illustrating the concept of transmitting one byte of a command, and a diagram illustrating the command. [Fig. 261] An explanatory diagram showing communication processing between the main CPU and the medal count control CPU. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] A preferred embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0014] In the embodiment of the present invention, a pachinko machine and a slot machine are exemplified as gaming machines in that order, and then specific processing will be described in detail.
[0015] <Pachinko machine> In order to facilitate understanding of the embodiments of the present invention, first, as a simultaneous rotation reference example, the mechanical and electrical configurations of the so-called simultaneous rotation machine and the specific processing on each board are explained. Then, as a performance reference example, specific performances that can be executed by the simultaneous rotation machine and specific processing related to the performance are explained. After that, as an embodiment of the present invention, the configurations that are different from each reference example are specifically explained.
[0016] <Simultaneous rotation example> 1 is a perspective view of a gaming machine 100 according to a simultaneous rotation reference example, showing a state in which the door is open. As shown in the figure, the gaming machine 100 includes an outer frame 102 in which an enclosed space is formed by four sides assembled into a substantially rectangular shape, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be freely opened and closed, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be freely opened and closed.
[0017] The middle frame 104, like the outer frame 102, has four sides arranged in a substantially rectangular shape to form an enclosed space, and a game board 108 is held in this enclosed space. A glass or resin transparent plate 110 is held in the front frame 106. When the middle frame 104 and the front frame 106 are closed against the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially parallel to each other while maintaining a predetermined distance therebetween, and the game board 108 can be seen from the front side of the gaming machine 100 through the transparent plate 110.
[0018] 2 is a front view of a gaming machine 100 according to a simultaneous rotation reference example. As shown in this figure, an operating handle 112 protruding from the front side of the gaming machine 100 is provided at the bottom of the front frame 106. This operating handle 112 is provided so that it can be rotated by a player, and when the player rotates the operating handle 112 to perform a launch operation, a gaming ball is launched by a launch mechanism (not shown) with a strength according to the rotation angle of the operating handle 112. The gaming ball thus launched rises between rails 114a and 114b provided on the gaming board 108 and is guided to a playing area 116.
[0019] The play area 116 is a space formed between the play board 108 and the transparent plate 110, and is an area in which the play balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills (not shown), and the play balls guided to the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.
[0020] The play area 116 has a first play area 116a and a second play area 116b in which the degree of entry of the game balls differs according to the launch strength of the launch mechanism, and game balls can be hit differently. The first play area 116a is located on the left side of the play area 116 as seen by a player facing the game machine 100, and the second play area 116b is located on the right side of the play area 116 as seen by a player facing the game machine 100. Since the rails 114a and 114b are on the left side of the play area 116, game balls launched by the launch mechanism with a launch strength less than a predetermined strength will enter the first play area 116a, and game balls launched with a launch strength equal to or greater than the predetermined strength will enter the second play area 116b.
[0021] In addition, the game area 116 is provided with a general winning hole 118 through which game balls can enter, a first fixed starting hole 120A, a first variable starting hole 120B, a second starting hole 122, and a general operation hole 125. When a game ball enters the general winning hole 118, the first fixed starting hole 120A, the first variable starting hole 120B, the second starting hole 122, and the general operation hole 125, a predetermined prize ball is paid out to the player. In the following, the first fixed starting hole 120A and the first variable starting hole 120B are collectively referred to as the first starting hole 120.
[0022] As will be described in detail later, a first starting area is provided in the first starting hole 120, and a second starting area is provided in the second starting hole 122. When a game ball enters the first starting hole 120 or the second starting hole 122 and enters the first starting area or the second starting area, a lottery is held to determine one of a plurality of special symbols provided in advance. Each special symbol is associated with the possibility of executing a big prize game or a small prize game that is advantageous to the player. Therefore, when a game ball enters the first starting hole 120 or the second starting hole 122, the player not only acquires a predetermined prize ball, but also acquires an opportunity to acquire the right to receive various game benefits.
[0023] The first fixed start opening 120A, the second start opening 122, and the normal operation opening 125 are configured as fixed start openings that are always open to allow game balls to enter. On the other hand, the first variable start opening 120B is provided with a movable piece 120b that can be opened and closed, and is configured as a variable start opening in which the ease of game balls entering the first variable start opening 120B changes depending on the state of the movable piece 120b. Specifically, the movable piece 120b is normally maintained in a closed state, and during this period, it is difficult or impossible for game balls to enter the first variable start opening 120B.
[0024] On the other hand, when a game ball passes through a gate 124 provided in the game area 116 (second game area 116b) or enters a normal symbol operation port 125, a lottery for a normal symbol, which will be described later, is held, and if a winning symbol is selected in the lottery, the movable piece 120b is controlled to be in an open state for a predetermined time. When the movable piece 120b is in an open state, the game ball can enter the first variable start port 120B. In this way, the movable piece 120b functions as a movable member (start variable winning device) that transitions between an open state that allows the game ball to enter the first variable start port 120B, and a closed state that makes it more difficult or impossible for the game ball to enter the first variable start port 120B than in the open state.
[0025] The first fixed start opening 120A is arranged at a position where only game balls flowing down the first game area 116a can enter, and the first variable start opening 120B and the second start opening 122 are arranged at a position where only game balls flowing down the second game area 116b can enter. The first fixed start opening 120A may be arranged so that game balls flowing down the second game area 116b can enter, but in this case, it is desirable to arrange it at a position where game balls flowing down the first game area 116a can enter more easily than game balls flowing down the second game area 116b.
[0026] Similarly, the first variable start opening 120B and the second start opening 122 may be entered by game balls flowing down the first game area 116a, but in this case, it is preferable to arrange them in a position where game balls flowing down the second game area 116b can enter more easily than game balls flowing down the first game area 116a. In any case, the first fixed start opening 120A is arranged in a position where at least game balls flowing down the first game area 116a can enter, and the first variable start opening 120B and the second start opening 122 are arranged in a position where at least game balls flowing down the second game area 116b can enter.
[0027] Furthermore, the second game area 116b is provided with a first large prize opening 126 and a second large prize opening 128. The first large prize opening 126 and the second large prize opening 128 are arranged in positions where only game balls flowing down the second game area 116b can enter. However, the first large prize opening 126 and the second large prize opening 128 may be arranged so that any game balls flowing down the first game area 116a and the second game area 116b can enter.
[0028] The first large prize opening 126 is provided with an opening / closing door 126b that can be opened and closed. Normally, the opening / closing door 126b closes the first large prize opening 126, making it impossible for game balls to enter the first large prize opening 126. Specifically, when the opening / closing door 126b is closed, it is flush with the surface of the game board 108, and game balls flow down in front of the first large prize opening 126. In contrast, when the above-mentioned big prize game is played, the opening / closing door 126b is opened and functions as a tray that guides game balls to the first large prize opening 126, making it possible for game balls to enter the first large prize opening 126. Then, when a game ball enters the first large prize opening 126, a predetermined prize ball is paid out to the player.
[0029] The second large prize opening 128 is provided below the first large prize opening 126 in the second game area 116b. The second large prize opening 128 has a movable piece 128b, which is usually maintained in a closed state. In contrast, when a small prize game described below is played, the movable piece 128b is controlled to an open state, allowing a game ball to enter the second large prize opening 128. In the following, the first large prize opening 126 and the second large prize opening 128 are collectively referred to simply as the large prize openings.
[0030] FIG. 3 is a diagram for explaining the second large prize opening 128 according to the simultaneous spin reference example. In the second game area 116b, a structure 129 is provided that protrudes from the front side of the game board 108. This structure 129 is surrounded by four sides located in the left-right direction and the front-rear direction of the gaming machine 100, as well as a bottom side, and an opening is formed at the top. The opening formed at the top of this structure 129 becomes the second large prize opening 128. A movable piece 128b is provided at the top of the structure 129, and the movable piece 128b is usually maintained in a closed state that closes the second large prize opening 128, as shown in FIG. 3(a).
[0031] The movable piece 128b protrudes into the game area 116 where game balls roll and flow down so as to face the upper part of the game machine 100. Therefore, when the movable piece 128b is maintained in the closed state, game balls flowing down the game area 116 (second game area 116b) fall onto the movable piece 128b. Here, the structure 129 has a bottom side that is approximately parallel to the horizontal direction, and the right side of the game machine 100 is slightly longer in the height direction than the left side. Therefore, the second big winning opening 128 is inclined so that the left side of the game machine 100 is slightly lower than the right side, and the movable piece 128b maintained in the closed state is inclined so that the left side of the game machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, a game ball that has fallen onto the movable piece 128b will roll slowly from right to left on the movable piece 128b, as shown by the arrow in FIG. 3(a).
[0032] When a small win game described later is executed, the movable piece 128b transitions to an open state that opens the second large prize opening 128. Here, as shown in FIG. 3(b), the movable piece 128b transitions from a closed state to an open state by sliding toward the back side of the game board 108. As a result, when transitioning from the closed state to the open state, the game ball rolling on the movable piece 128b falls into the second large prize opening 128 by its own weight.
[0033] In this manner, in the simultaneous rotation reference example, the movable piece 128b is slightly tilted to ensure a long time for the game balls to roll on the movable piece 128b. Then, the movable piece 128b transitions from a closed state to an open state, and the game balls rolling on the movable piece 128b are guided into the second large winning opening 128. With the above configuration, even if the time for maintaining the movable piece 128b in the open state is set to be short, a predetermined number of game balls can be guided into the second large winning opening 128. In other words, the time for maintaining the movable piece 128b in the open state, which is required to allow a predetermined number of game balls to enter the second large winning opening 128, can be shortened. In addition, a hole communicating with the back side of the game board 108 is formed on the back side of the structure 129, and the game balls that enter the second large winning opening 128 are discharged to the back side of the game board 108. When a gaming ball enters the second large winning hole 128, a predetermined number of prize balls are paid out to the player.
[0034] Here, the configuration of the second large winning opening 128 has been described, but the first variable start opening 120B has the same configuration as the second large winning opening 128. That is, the movable piece 120b of the first variable start opening 120B protrudes to the front side of the game board 108 in the closed state, and the game ball rolls on the movable piece 120b. And, in the open state of the movable piece 120b, the movable piece 120b slides to the rear side of the game board 108, and the game ball can enter the first variable start opening 120B. However, as shown in FIG. 2, the right side of the movable piece 128b is higher than the left side when viewed from the front of the gaming machine 100, whereas the left side of the movable piece 120b is higher than the right side when viewed from the front of the gaming machine 100.
[0035] Here, the board configuration of the second game area 116b will be described in detail. In the simultaneous spin reference example, the second start hole 122 and the gate 124 are arranged in parallel at the top of the second game area 116b. All game balls guided to the second game area 116b enter the second start hole 122 or pass through the gate 124 and flow downward. In the simultaneous spin reference example, the second start hole 122 pays out one game ball as a prize ball for each game ball that enters.
[0036] When a game ball enters the second start opening 122, one game ball is paid out as a prize ball, and a lottery is held to determine whether or not a big win game or a small win game will be executed. In addition, when the game ball passes through the gate 124, a lottery is held to determine whether or not the first variable start opening 120B (movable piece 120b) is opened.
[0037] A first large prize opening 126 is provided directly below the second starting opening 122 and the gate 124. When the first large prize opening 126 is in an open state, it is arranged so that all game balls that pass through the gate 124 and flow downward enter the first large prize opening 126. In the simultaneous spin reference example, the first large prize opening 126 is opened only in a big prize game. In other words, the first large prize opening 126 can be said to be a large prize opening exclusively for a big prize game. When a game ball enters the first large prize opening 126 during a big prize game, a predetermined number of game balls (15 in this case) of two or more game balls are paid out as prize balls for each game ball that enters.
[0038] A first variable start opening 120B is provided below the first large prize opening 126. In addition, an outlet 131 is provided between the first large prize opening 126 and the first variable start opening 120B. The outlet 131 is the entrance of a passage for discharging game balls from the game area 116, and even if a game ball enters the outlet 131, no prize balls are paid out.
[0039] In the second game area 116b, nails are arranged so that most (e.g., 90% or more) of the game balls that flow down below the first big winning opening 126 fall onto the movable piece 120b. In addition, some (e.g., 1% to 10%) of the game balls that flow down below the first big winning opening 126 are guided to the outlet 131 by these nails.
[0040] When the first variable start opening 120B is in a closed state, the game ball rolls on the movable piece 120b. When the movable piece 120b is in an open state while the game ball is rolling on the movable piece 120b, all the game balls on the movable piece 120b are guided into the first variable start opening 120B. When a game ball enters the first variable start opening 120B, one game ball is paid out as a prize ball for each game ball that enters, and a lottery is held to determine whether or not a big prize game or a small prize game will be played.
[0041] Gaming balls that do not enter the first variable start opening 120B fall from above the movable piece 120b to the right side when viewed from the front of the gaming machine 100. A second large prize opening 128 is provided below the first variable start opening 120B, and most of the gaming balls that fall from above the movable piece 120b roll on the movable piece 128b of the second large prize opening 128. Due to the inclination of the movable piece 128b, the gaming balls on the movable piece 128b slowly roll from the right side to the left side when viewed from the front of the gaming machine 100.
[0042] Although details will be described later, in the simultaneous spin reference example, the second large prize opening 128 is opened only in a small prize game. In other words, the second large prize opening 128 can be said to be a large prize opening exclusively for a small prize game. When the movable piece 128b opens while a game ball is rolling on the movable piece 128b, all game balls on the movable piece 128b are guided into the second large prize opening 128. When a game ball enters the second large prize opening 128 during a small prize game, a predetermined number of game balls (15 in this case) of two or more are paid out as prize balls for each game ball that enters.
[0043] A normal ball operation port 125 is provided to the lower left of the second large winning port 128. Here, nails are arranged in the second game area 116b so that almost all of the game balls that fall downward from the second large winning port 128 enter the normal ball operation port 125. In the simultaneous spin reference example, the normal ball operation port 125 constitutes a "specific winning port" from which one game ball is paid out as a prize ball for each game ball that enters. In addition, when a game ball enters the normal ball operation port 125, a lottery is held to determine whether or not the first variable start port 120B (movable piece 120b) is opened, just as when the game ball passes through the gate 124.
[0044] In addition, at the bottom of the game area 116, there is a discharge outlet 130 that discharges game balls that do not enter the general prize opening 118, the first start opening 120, the second start opening 122, the general operation opening 125, or the big prize opening from the game area 116 to the back side of the game board 108.
[0045] The gaming machine 100 is equipped with a performance display device 200 consisting of a liquid crystal display device, a performance prop device 202 consisting of a movable device, a performance lighting device 204 consisting of lamps that can be controlled to various lighting modes and emission colors, an audio output device 206 consisting of a speaker, and a performance operation device 208 that accepts operations from the player, as performance devices that perform performance while the game is in progress.
[0046] The effect display device 200 is equipped with a main effect display section 200a consisting of an image display section that displays images, and this main effect display section 200a is arranged in the approximate center of the game board 108 so as to be visible from the front side of the gaming machine 100. As shown in the figure, this main effect display section 200a executes various effects, such as variably displaying three effect patterns 210a, 210b, and 210c.
[0047] The performance gimmick device 202 is disposed in front of the main performance display section 200a, and is usually retracted in a state where it is divided into multiple components at the origin position on the back side of the game board 108, so that it cannot be seen by the player. Then, when each component moves to a movable position in front of the main performance display section 200a by driving the actuator during the variable display of the performance patterns 210a, 210b, 210c, each component unites in front of the main performance display section 200a, giving the player a sense of expectation of a big win.
[0048] The effect lighting device 204 is provided on the effect part device 202, the game board 108, etc., and is controlled to light in various ways in accordance with the images displayed on the main effect display section 200a.
[0049] The audio output device 206 is provided at the upper position of the front frame 106 or at the lowermost position of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images displayed on the main performance display section 200a.
[0050] The effect operation device 208 is composed of buttons that are pressed by the player, and is located at approximately the center of the gaming machine 100 in the width direction, and below the transparent plate 110. This effect operation device 208 is enabled in accordance with images and the like displayed on the main effect display section 200a, and when a player's operation is received within the effective operation time, various effects are executed according to the operation.
[0051] In addition, the reference numeral 132 in the figure denotes an upper tray to which prize balls paid out from the gaming machine 100 and gaming balls lent out from the gaming ball lending device are guided, and when this upper tray 132 is filled with gaming balls, the gaming balls are guided to a lower tray 134. A ball ejection hole (not shown) for ejecting gaming balls from the lower tray 134 is formed in the bottom surface of the lower tray 134. This ball ejection hole is normally closed by an opening / closing plate (not shown), but by pressing down a ball ejection knob 134a, the opening / closing plate slides together with the ball ejection knob 134a, making it possible to eject gaming balls from the ball ejection hole to the bottom of the lower tray 134.
[0052] In addition, on the game board 108, a first special symbol display 160, a second special symbol display 162, a first special symbol reserved display 164, a second special symbol reserved display 166, a normal symbol display 168, a normal symbol reserved display 170, and a right hit notification display 172 are provided outside the game area 116 and at positions visible to the player. Each of these displays 160 to 172 is a device for displaying various situations related to the game, and the details thereof will be described later.
[0053] (Internal configuration of control means) FIG. 4 is a block diagram showing the internal configuration of a control means for controlling the progress of a game in the simultaneous spin reference example.
[0054] The main control board 300 controls the basic operation of the game. This main control board 300 is equipped with a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads out the programs stored in the main ROM 300b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device and display, or transmits commands to other boards according to the results of the arithmetic processing. The main RAM 300c functions as a data work area during the arithmetic processing of the main CPU 300a.
[0055] The main control board 300 includes a general winning opening detection switch 118s for detecting when a gaming ball has entered the general winning opening 118, a first fixed start opening detection switch 120As for detecting when a gaming ball has entered the first fixed start opening 120A, a first variable start opening detection switch 120Bs for detecting when a gaming ball has entered the first variable start opening 120B, a second start opening detection switch 122s for detecting when a gaming ball has entered the second start opening 122, and a gate 124 for detecting when a gaming ball has entered the gate 124. A gate detection switch 124s which detects passage, a normal operation port detection switch 125s which detects when a game ball has entered the normal operation port 125, a first large prize port detection switch 126s which detects when a game ball has entered the first large prize port 126, and a second large prize port detection switch 128s which detects when a game ball has entered the second large prize port 128 are connected, and detection signals are input from each of these detection switches to the main control board 300.
[0056] In addition, the main control board 300 is connected to a normal electric device solenoid 120c that operates the movable piece 120b of the first variable start opening 120B, a first large prize opening solenoid 126c that operates the opening and closing door 126b that opens and closes the first large prize opening 126, and a second large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the second large prize opening 128, and the opening and closing of the first variable start opening 120B, the first large prize opening 126 and the second large prize opening 128 are controlled by the main control board 300.
[0057] Furthermore, the first special pattern display device 160, the second special pattern display device 162, the first special pattern reserved indicator device 164, the second special pattern reserved indicator device 166, the normal pattern display device 168, the normal pattern reserved indicator device 170, and the right hit notification indicator device 172 are connected to the main control board 300, and the display of each of these indicators is controlled by the main control board 300.
[0058] Furthermore, a setting change switch 180s is provided on the back of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. The setting value can be changed and confirmed on the condition that the setting change switch 180s is turned on. Although details will be described later, in the gaming machine 100 of the simultaneous rotation reference example, one of six setting values with different advantageous degrees is stored as a registered setting value in the setting value buffer, and the game progresses according to the stored registered setting value. Note that, although it is assumed here that the setting value has six stages, the setting value may be provided in only two stages, high setting and low setting, or may be provided in multiple stages. Furthermore, the setting value is not essential, and the advantageous degree may not be changed.
[0059] A RAM clear button is provided on the back of the game board 108 so that it can be pressed, and pressing of this RAM clear button is detected by a 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. When the RAM clear operation signal is input from the RAM clear switch 182s at power-on, the main CPU 300a clears the main RAM 300c.
[0060] A performance display monitor 184 is provided on the back of the game board 108. The main control board 300 causes the performance display monitor 184 to display the registered setting values and the base ratio.
[0061] The gaming machine 100 of the simultaneous spin reference example is broadly divided into a special game that is started mainly by the entrance of a gaming ball into the first start hole 120 or the second start hole 122, and a normal game that is started by the passage of a gaming ball into the gate 124 or the entrance of a gaming ball into the normal operation hole 125. The main ROM 300b of the main control board 300 stores various programs for proceeding with the special game and the normal game, as well as data and tables required for various games.
[0062] In addition, a payout control board 310 and a sub-control board 330 are connected to the main control board 300. The payout control board 310 performs control for launching game balls and control for paying out prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 so as to be able to communicate bidirectionally. A game information output terminal board 312 is connected to this payout control board 310, and various information on the progress of the game output from the main control board 300 is output to a hall computer of the gaming establishment via the payout control board 310 and the game information output terminal board 312.
[0063] A payout motor 314 is connected to the payout control board 310 to pay out the game balls stored in the storage section to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout number designation command sent from the main control board 300 to control the payout motor 314 to pay out a predetermined number of prize balls to the player. At this time, the number of paid out game balls is detected by a payout ball count switch 316s, and it is possible to know whether the prize balls to be paid out have been paid out to the player.
[0064] In addition, a tray full detection switch 318s that detects the full state of the lower tray 134 is connected to the payout control board 310. This tray full detection switch 318s is provided in a passage that guides the game balls paid out as prize balls to the lower tray 134, and a game ball detection signal is input to the payout control board 310.
[0065] Then, when a predetermined amount or more of game balls are stored in the lower tray 134 and the tray is in a full state, game balls are retained in the passage leading to the lower tray 134, and game ball detection signals are continuously input from the tray full detection switch 318s to the payout control board 310. When the payout control board 310 receives the game ball detection signals continuously for a predetermined time, it determines that the lower tray 134 is in a full state, and transmits a tray full command to the main control board 300. On the other hand, when the continuous input of the game ball detection signals is interrupted after transmitting the tray full command, it determines that the full state has been released, and transmits a tray full release command to the main control board 300.
[0066] The payout control board 310 is also provided with a launch control circuit 320 that controls the launch of game balls. The payout control board 310 is connected to a touch sensor 112s that is provided on the operation handle 112 and detects the touch of the operation handle 112 by a player, and an operation volume 112a that detects the operation angle of the operation handle 112. When signals are input from the touch sensor 112s and the operation volume 112a, the launch control circuit 320 controls the energization of a launch solenoid 112c provided on the game ball launching device to launch the game balls.
[0067] The sub-control board 330 mainly controls each presentation during gameplay, standby, etc. The sub-control board 330 includes a sub-CPU 330a, a sub-ROM 330b, and a sub-RAM 330c, and is connected to the main control board 300 so as to be able to communicate in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out a program stored in the sub-ROM 330b and performs arithmetic processing based on commands sent from the main control board 300 and input signals from a timer, and also controls the execution of presentations. At this time, the sub-RAM 330c functions as a work area for data during arithmetic processing by the sub-CPU 330a.
[0068] Specifically, in the sub-control board 330, the sub-CPU 330a, the sub-ROM 330b, and the sub-RAM 330c cooperate to function as a sub-main, an image control unit, a role control unit, a lighting control unit, and an audio control unit. The sub-main determines the content of the performance to be executed in response to various input commands, and manages and controls the execution of the performance. The image control unit performs image display control to display images on the main performance display unit 200a. The sub-ROM 330b stores a large amount of image data such as patterns, backgrounds, and subtitles to be displayed on the main performance display unit 200a, and the image control unit reads the image data from the sub-ROM 330b to a VRAM (not shown) to control the image display on the main performance display unit 200a.
[0069] The prop control section drives actuators in accordance with the performance management by the sub-main, and controls the movement of the prop device 202. The lighting control section controls the lighting of the performance lighting device 204. The audio control section performs audio output control to output audio from the audio output device 206. Sub-ROM 330b stores a large amount of audio data such as audio and music output from the audio output device 206, and the audio control section reads out the audio data from sub-ROM 330b and controls the audio output of the audio output device 206.
[0070] Furthermore, in the sub-control board 330, when an operation detection signal is input from the performance operation device detection switch 208s, which detects that the performance operation device 208 has been pressed or rotated, a predetermined performance is executed.
[0071] Each board is connected to a power supply board (not shown), and power is supplied to each board from a commercial power source via the power supply board. The power supply board is also provided with a backup power supply consisting of a capacitor.
[0072] Fig. 5 is an address map of the memory area used by the main CPU 300a according to the simultaneous execution reference example. In Fig. 5, the addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 5, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b and a memory area (F000H to F3FFH) allocated to the main RAM 300c.
[0073] The memory area of the main ROM 300b is provided with a used area (0000H to 1BF3H) for storing programs and data for controlling the progress of the game, and a non-used area (2000H to 2BFFH) which is an area other than the used area and stores programs and data for executing processes for conducting tests stipulated in the gaming machine regulations and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184).
[0074] The used area of the main ROM 300b includes a program area (0000H-0A89H) in which a program for controlling the progress of a game is stored, an unused area (0A8AH-11FFH), and a data area (1200H-1BF3H) in which data other than the program is stored. The used area may not include the unused area (0A8AH-0FFFH).
[0075] The unused area of the main ROM 300b includes a program area (2000H to 27FFH) in which programs for executing processes for performing tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 184 are stored, and a data area (2800H to 2BFFH) in which data other than these programs are stored.
[0076] In addition to the used area and unused area, the memory area of the main ROM 300b also includes an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) in which arbitrary data such as the program title and version is stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) in which information necessary for the main CPU 300a to execute a program is stored.
[0077] The memory area of the main RAM 300c is divided into a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and a non-used area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processes for performing tests defined by the gaming machine regulations or for displaying the performance display monitor 184 is being executed.
[0078] The used area of the main RAM 300c includes a work area (F000H-F12AH) that is temporarily used when a program for controlling the progress of a game is being executed, an unused area (F12BH-F1D7H), and a stack area (F1D8H-F1FFH) for temporarily saving data during execution of a program for controlling the progress of a game. The used area may not include the unused area (F12BH-F1D7H).
[0079] The unused area of the main RAM 300c includes a work area (F210H to F21FH) that is temporarily used when programs for processing tests stipulated in the gaming machine regulations and processing for displaying the performance display monitor 184 are being executed, and a stack area (F220H to F228H) in which data is temporarily saved when these programs are being executed.
[0080] In addition to the used area and unused area, the memory area of the main RAM 300c also includes an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0081] In this way, the main ROM 300b and the main RAM 300c are provided with separate areas: a used area used to control the progress of the game, and a non-used area used to execute processes for conducting tests defined by the gaming machine regulations and for controlling the display of the performance display monitor 184.
[0082] 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 that separates the used area and the unused area, making the boundary between the used area and the unused area clear, and prevents the unused area from being used when a program for controlling the progress of a game is being executed, and prevents the used area from being used when a program for performing a process for performing a test specified by the gaming machine rules or a process for controlling the display of the performance display monitor 184 is being executed.
[0083] The unused area between the used area and the unused area only needs to be at least 1 byte, and from the viewpoint of preventing fraud, it is preferable that it is 4 bytes or more, and more preferably set to 16 bytes or more. Furthermore, writing and reading of data into the unused area is prohibited, but from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.
[0084] In addition, the memory space from FE00h to FEFFh is allocated to an input / output unit, which will be described in detail later.
[0085] Next, a game in the gaming machine 100 of the simultaneous spin reference example will be described together with various tables stored in the main ROM 300b.
[0086] As described above, the gaming machine 100 of the simultaneous spin reference example is one in which two types of games, special games and normal games, proceed in parallel. The special games proceed in either a low probability game state or a high probability game state, and the normal games proceed in either a non-time-saving game state, a medium time-saving game state, or a time-saving game state.
[0087] Details of each game state will be described later, but the low probability game state is a game state in which the probability of acquiring the right to play the big prize game in which the big prize opening is opened is set low, and the high probability game state is a game state in which the probability of acquiring the right to play the big prize game is set high. In addition, the non-time-saving game state is a game state in which the movable piece 120b is less likely to be in the open state and the game ball is less likely to enter the first variable start opening 120B, and the intermediate time-saving game state is a game state in which the movable piece 120b is more likely to be in the open state than the non-time-saving game state and the game ball is more likely to enter the first variable start opening 120B. In addition, the time-saving game state is a game state in which the movable piece 120b is even more likely to be in the open state than the intermediate time-saving game state and the game ball is most likely to enter the first variable start opening 120B. In addition, in the time-saving game state, when game balls continue to be shot toward the second game area 116b during play, the game balls are set to decrease slightly or almost not at all.
[0088] As described above, since the special game and the normal game proceed simultaneously in parallel, in the simultaneous rotation reference example, the game state is a combination of a low probability game state or a high probability game state and any of a non-time-saving game state, a medium time-saving game state, and a time-saving game state. In the following, for ease of understanding, the game state related to the special game, i.e., the low probability game state and the high probability game state, may be called the special game state, and the game state related to the normal game, i.e., the non-time-saving game state, the medium time-saving game state, and the time-saving game state, may be called the normal game state. The initial state of the gaming machine 100 is set to the low probability game state and the non-time-saving game state.
[0089] When a player operates the operating 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 port 120 or the second start port 122, a lottery is held to determine whether or not the player will receive a game profit (hereinafter, referred to as a "big prize lottery"). If a big win is won in this big prize lottery, a big prize game is executed in which a big prize opening is opened and a game ball can enter the big prize opening, and the game state after the big prize game is ended is set to one of the game states described above. The big prize lottery method is described below.
[0090] Although the details will be described later, when a game ball enters the first start hole 120 or the second start hole 122, various random numbers related to the big role lottery (jackpot determining random number, winning symbol random number, reach group determining random number, reach mode determining random number, and variable pattern random number) are obtained, and each of these random numbers is stored in the special symbol reservation memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reservation memory area when a game ball enters the first start hole 120 are collectively referred to as special 1 reservation, and the various random numbers stored in the special symbol reservation memory area when a game ball enters the second start hole 122 are collectively referred to as special 2 reservation.
[0091] The special chart reservation memory area of the main RAM 300c includes a first special chart reservation memory area and a second special chart reservation memory area. The first special chart reservation memory area and the second special chart reservation memory area each have four memory sections (first to fourth memory sections). When a game ball enters the first starting hole 120, the special 1 reservation is stored in order from the first memory section of the first special chart reservation memory area, and when a game ball enters the second starting hole 122, the special 2 reservation is stored in order from the first memory section of the second special chart reservation memory area.
[0092] For example, when a game ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage sections of the first special chart reservation storage area, the special 1 reservation is stored in the first storage section. Also, for example, when the special 1 reservation is stored in the first to third storage sections and the game ball enters the first starting hole 120, the special 1 reservation is stored in the fourth storage section. Also, when a game ball enters the second starting hole 122, the special 2 reservation is stored in the smallest numbered (ordinal) storage section among the first to fourth storage sections of the second special chart reservation storage area in the same manner as above.
[0093] However, the number of special 1 reservations (X1) and the number of special 2 reservations (X2) that can be stored in the first special chart reservation memory area and the second special chart reservation memory area are set to four, respectively. Therefore, for example, when a game ball enters the first start hole 120, if four special 1 reservations are already stored in the first special chart reservation memory area, the entry of the game ball into the first start hole 120 will not cause a new special 1 reservation to be stored. Similarly, when a game ball enters the second start hole 122, if four special 2 reservations are already stored in the second special chart reservation memory area, the entry of the game ball into the second start hole 122 will not cause a new special 2 reservation to be stored.
[0094] 6 is a diagram for explaining the low probability jackpot determination random number judgment table according to the simultaneous spin reference example. When a game ball enters the first start hole 120 or the second start hole 122, one jackpot determination random number is obtained from the range of 0 to 65535. Then, when the big win lottery is started, that is, according to the game state when the jackpot is judged, a jackpot determination random number judgment table is selected, and the big win lottery is performed based on the selected jackpot determination random number judgment table and the acquired jackpot determination random number.
[0095] In the low probability game state, when starting the big prize lottery for the special 1 reserve and the special 2 reserve, the low probability big prize determination random number judgment table is referenced. Here, in the simultaneous spin reference example, six setting values with different advantageous degrees are provided, and a low probability big prize determination random number judgment table is provided for each setting value. During the game, the setting value is set to one of the six levels, and the big prize lottery is performed by referring to the low probability big prize determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).
[0096] In the low probability game state, when the setting value is set to 1 (registered setting value = 1), the big role lottery is performed by referring to the low probability jackpot determination random number judgment table a shown in Figure 6 (a). According to this low probability jackpot determination random number judgment table a, if the jackpot determination random number is 10001 to 10218, it is judged as a jackpot, if the jackpot determination random number is 20001 to 38996, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 300.6, and the small jackpot probability is about 1 / 3.45.
[0097] In the low probability game state, when the setting value is set to 2 (registered setting value = 2), the big role lottery is performed by referring to the low probability jackpot determination random number judgment table b shown in Figure 6 (b). According to this low probability jackpot determination random number judgment table b, if the jackpot determination random number is 10001 to 10225, it is judged as a jackpot, if the jackpot determination random number is 20001 to 38996, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 291.2, and the small jackpot probability is about 1 / 3.45.
[0098] In the low probability game state, when the setting value is set to 3 (registered setting value = 3), the big role lottery is performed by referring to the low probability jackpot determination random number judgment table c shown in Figure 6 (c). According to this low probability jackpot determination random number judgment table c, if the jackpot determination random number is 10001 to 10232, it is judged as a jackpot, if the jackpot determination random number is 20001 to 38996, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 282.4, and the small jackpot probability is about 1 / 3.45.
[0099] In the low probability game state, when the setting value is set to 4 (registered setting value = 4), the big role lottery is performed by referring to the low probability jackpot determination random number judgment table d shown in Figure 6 (d). According to this low probability jackpot determination random number judgment table d, if the jackpot determination random number is 10001 to 10239, it is judged as a jackpot, if the jackpot determination random number is 20001 to 38996, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 274.2, and the small jackpot probability is about 1 / 3.45.
[0100] In the low probability game state, when the setting value is set to 5 (registered setting value = 5), the big role lottery is performed by referring to the low probability jackpot determination random number judgment table e shown in Figure 6 (e). According to this low probability jackpot determination random number judgment table e, if the jackpot determination random number is 10001 to 10246, it is judged as a jackpot, if the jackpot determination random number is 20001 to 38996, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 266.4, and the small jackpot probability is about 1 / 3.45.
[0101] In the low probability game state, when the setting value is set to 6 (registered setting value = 6), the big role lottery is performed by referring to the low probability jackpot determination random number judgment table f shown in Figure 6 (f). According to this low probability jackpot determination random number judgment table f, if the jackpot determination random number is 10001 to 10253, it is judged as a jackpot, if the jackpot determination random number is 20001 to 38996, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 259.0, and the small jackpot probability is about 1 / 3.45.
[0102] 7 is a diagram explaining the high probability jackpot determination random number judgment table for the simultaneous spin reference example. In the high probability game state, when starting the big role lottery for special 1 reserve and special 2 reserve, the high probability jackpot determination random number judgment table is referenced. The high probability jackpot determination random number judgment table is also set for each setting value, just like the low probability jackpot determination random number judgment table.
[0103] In the high probability game state, when the setting value is set to 1 (registered setting value = 1), the big role lottery is performed by referring to the high probability jackpot determination random number judgment table a shown in Figure 7 (a). According to this high probability jackpot determination random number judgment table a, if the jackpot determination random number is 10001 to 10620, it is judged as a jackpot, if the jackpot determination random number is 20001 to 38996, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is about 1 / 105.7, and the small jackpot probability is about 1 / 3.45.
[0104] Similarly, when the game is in a high probability game state and the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big prize lottery is performed by referring to the high probability jackpot determination random number judgment tables b to f shown in Figures 7 (b) to (f). According to these high probability jackpot determination random number judgment tables b to f, a jackpot is judged to have occurred when the jackpot determination random number is the value shown in the table. Therefore, when the setting value is 2 to 6, the jackpot probability is approximately 1 / 102.4 to 1 / 91.0, and the small jackpot probability is approximately 1 / 3.45.
[0105] As described above, the big prize lottery is performed according to the registered setting value. At this time, the probability of winning the big prize differs according to the registered setting value, and it is easier to win the big prize when the registered setting value is large than when it is small. Here, even if the registered setting value differs, the probability of winning the small prize does not change, but the probability of winning the small prize may be different for each registered setting value. Also, the small prize is not essential, and only either the big prize or the loss may be determined in the big prize lottery.
[0106] Also, here, the probability of winning a jackpot in both the low-probability game state and the high-probability game state is set to differ depending on the registered setting value, but it is also possible to set it so that only the probability of winning a jackpot in either the low-probability game state or the high-probability game state differs depending on the registered setting value.
[0107] 8 is a diagram for explaining the winning symbol random number judgment table and the small winning symbol random number judgment table according to the simultaneous spin reference example. When a game ball enters the first start hole 120 or the second start hole 122, one winning symbol random number is obtained within the range of 0 to 99. Then, when the judgment result of "big win" is derived by the big role lottery, the type of special symbol is determined by the obtained winning symbol random number and the winning symbol random number judgment table. At this time, if the "big win" is won by the special 1 reservation, the winning pattern random number judgment table a for special 1 is selected as shown in FIG. 8(a), if the "big win" is won by the special 2 reservation, the winning pattern random number judgment table b for special 2 is selected as shown in FIG. 8(b), if the "small win" is won by the special 1 reservation, the small win pattern random number judgment table a for special 1 is selected as shown in FIG. 8(c), if the "small win" is won by the special 2 reservation, the small win pattern random number judgment table b for special 2 is selected as shown in FIG. 8(d). In the following, the special pattern determined by the winning pattern random number, that is, the special pattern determined when the judgment result of the big win is obtained is called the big win pattern, the special pattern determined when the judgment result of the small win is obtained is called the small win pattern, and the special pattern determined when the judgment result of the loss is obtained is called the loss pattern.
[0108] According to the special 1 winning symbol random number determination table a shown in Fig. 8(a) and the special 2 winning symbol random number determination table b shown in Fig. 8(b), the big winning symbol (special symbols A to J) is determined as the special symbol according to the value of the acquired winning symbol random number, as shown in the figure. Also, according to the special 1 small winning symbol random number determination table a shown in Fig. 8(c) and the special 2 small winning symbol random number determination table b shown in Fig. 8(d), the small winning symbol (special symbols Z1 to Z6) is determined as the special symbol according to the value of the acquired winning symbol random number, as shown in the figure.
[0109] In addition, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 1 reservation, the special pattern X is determined as the losing pattern without drawing, and when the result of the lottery is derived by special 2 reservation, the special pattern Y is determined as the losing pattern without drawing. In other words, the winning pattern random number determination table is referenced only when the result of the big role lottery is "big win", and is not referenced when the result of the big role lottery is "miss" or "small win". In addition, the small win pattern random number determination table is referenced only when the result of the big role lottery is "small win", and is not referenced when the result of the big role lottery is "big win" or "miss". In addition, the special patterns Z1 to Z6, which are small win patterns, are collectively referred to simply as special patterns Z.
[0110] FIG. 9 is a diagram for explaining the reach group determination random number judgment table according to the simultaneous spin reference example. A plurality of reach group determination random number judgment tables are provided, and a preset table is selected according to the reserved type, reserved number, game state, and the like. When a game ball enters the first start hole 120 or the second start hole 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, when the big role lottery result is derived, a process is performed to determine a variable performance pattern that notifies the big role lottery result. In the simultaneous spin reference example, when the big role lottery result is "miss", in determining the variable performance pattern, first, a group type is determined by the reach group determination random number and the reach group determination random number judgment table.
[0111] For example, when the game state is set to the normal state, which will be described later in detail, if the "miss" big role lottery result is derived based on the special 1 reservation, and the number of reserved special 1s (hereinafter simply referred to as the "reserved number") when the big role lottery is performed is 0, the reach group determination random number judgment table 1 is selected as shown in FIG. 9(a). Similarly, when the game state is set to the normal state, if the "miss" big role lottery result is derived based on the special 1 reservation, and the number of reserveds when the big role lottery is performed is 1 to 2, the reach group determination random number judgment table 2 is selected as shown in FIG. 9(b), and if the number of reserveds is 3, the reach group determination random number judgment table 3 is selected as shown in FIG. 9(c). In FIG. 9, the group x written in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type according to the acquired reach group determination random number and the type of the reach group determination random number judgment table to be referred to.
[0112] Here, we have explained the reach group determination random number judgment table that is referenced when a "miss" major role lottery result is derived based on the special 1 reservation in the normal state, but many other reach group determination random number judgment tables are stored in the main ROM 300b.
[0113] In addition, if the result of the big role lottery is a "big win" or a "small win", the group type is not determined when determining the variable performance pattern. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "miss", and is not referenced when the result of the big role lottery is a "big win" or a "small win".
[0114] Fig. 10 is a diagram for explaining the reach mode determination random number judgment table according to the simultaneous spin reference example. This reach mode determination random number judgment table is roughly divided into a reach mode determination random number judgment table at the time of a miss, which is selected when the big role lottery result is a "miss", a reach mode determination random number judgment table at the time of a big win, which is selected when the big role lottery result is a "big win", and a reach mode determination random number judgment table at the time of a small win, which is selected when the big role lottery result is a "small win". The reach mode determination random number judgment table at the time of a miss is provided for each group type determined as described above, and the reach mode determination random number judgment table at the time of a big win and the reach mode determination random number judgment table at the time of a small win are provided for each game state and each reserved type.
[0115] In addition, each reach mode determination random number judgment table is also provided for each game state and type of pattern. Here, an example of a reach mode determination random number judgment table for group x when it is lost, which is referred to in a predetermined game state and type of pattern, is shown in Fig. 10(a), an example of a reach mode determination random number judgment table for special 1 when it is a big win, an example of a reach mode determination random number judgment table for special 2 when it is a big win, an example of a reach mode determination random number judgment table for special 1 when it is a small win, and an example of a reach mode determination random number judgment table for special 2 when it is a small win are shown in Fig. 10(e).
[0116] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is "miss", as shown in FIG. 10(a), a reach mode determination random number judgment table at miss corresponding to the group type determined by the group type lottery is selected, and a variable mode number is determined based on the reach mode determination random number judgment table at miss and the reach mode determination random number selected. If the result of the big role lottery is "jackpot", as shown in FIG. 10(b) and (c), a reach mode determination random number judgment table at jackpot corresponding to the game state at the time of winning the jackpot and the reserved type read out is selected, and a variable mode number is determined based on the reach mode determination random number judgment table at jackpot and the reach mode determination random number selected.
[0117] Furthermore, if the result of the above-mentioned big prize lottery is a "small win," then as shown in Figures 10(d) and (e), a small win reach mode determination random number judgment table corresponding to the game state at the time of the small win and the read-out hold type is selected, and a variable mode number is determined based on the selected small win reach mode determination random number judgment table and the reach mode determination random number.
[0118] In addition, in each reach mode determination random number judgment table, the reach mode determination random number is associated with a fluctuation pattern random number judgment table described later together with the fluctuation mode number, and the fluctuation pattern random number judgment table is determined at the same time as the fluctuation mode number is determined. In addition, in FIG. 10, table x described in the column of the fluctuation pattern random number judgment table indicates an arbitrary table number. Therefore, the fluctuation mode number and the table number of the fluctuation pattern random number judgment table are determined according to the acquired reach group determination random number and the type of the reach mode determination random number judgment table to be referred to. In addition, in the simultaneous rotation reference example, the fluctuation mode number and the fluctuation pattern number described later are set in hexadecimal. In the following, "H" is added when indicating a hexadecimal number, but ○○H described in FIG. 10 to FIG. 12 indicates an arbitrary value indicated in hexadecimal.
[0119] As described above, when the big role lottery result 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 Fig. 9. Then, according to the determined group type and the game state, the fluctuation mode number and the fluctuation pattern random number judgment table are determined by the reach mode determination random number judgment table at the time of miss and the reach mode determination random number shown in Fig. 10(a).
[0120] On the other hand, if the result of the big prize lottery is a "big win" or a "small win," the reach mode determination random number judgment table shown in Figure 10, which corresponds to the determined big win pattern or small win pattern (type of special pattern), the game state at the time of winning the big win or small win, etc., is referenced, and the reach mode determination random number is used to determine the fluctuation mode number and the fluctuation pattern random number judgment table.
[0121] 11 is a diagram for explaining a variation pattern random number judgment table according to a simultaneous rotation reference example. Here, a variation pattern random number judgment table x of a predetermined table number x is shown, but in addition to this, many other variation pattern random number judgment tables are provided for each table number.
[0122] When a game ball enters the first start hole 120 or the second start hole 122, one fluctuation pattern random number is obtained from the range of 0 to 238. Then, based on the fluctuation pattern random number determination table determined at the same time as the above fluctuation mode number and the obtained fluctuation pattern random number, a fluctuation pattern number is determined as shown in the figure.
[0123] In this way, when the big role lottery is performed, the change mode number and the change pattern number are determined according to the big role lottery result, the determined symbol type, the game state, the reserved number, the reserved type, etc. These change mode numbers and change pattern numbers specify the change performance pattern, and each of them is associated with the mode and time of the change performance.
[0124] Fig. 12 is a diagram for explaining a variable time determination table according to the simultaneous rotation reference example. As described above, when the variable mode number is determined, the variable time 1 is determined according to the variable time 1 determination table shown in Fig. 12(a). According to this variable time 1 determination table, the variable time 1 is associated with each variable mode number, and the corresponding variable time 1 is determined according to the determined variable mode number.
[0125] Also, as described above, when the variation pattern number is determined, the variation time 2 is determined according to the variation time 2 determination table shown in FIG. 12(b). According to this variation time 2 determination table, the 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 total time of the variation times 1 and 2 determined in this way is the time of the variation performance that notifies the result of the big role lottery, that is, the variation time. This variation time is the time until the determined special pattern is stopped and displayed on the first special pattern display 160 or the second special pattern display 162.
[0126] Although the details will be described later, when a special symbol is determined based on the special 1 reservation and the change mode number and the change pattern number, i.e., the change time, the change of the symbol is displayed on the first special symbol display 160 for the determined change time, and when the change time has elapsed, the determined special symbol is displayed in a static manner on the first special symbol display 160. Also, when a special symbol is determined based on the special 2 reservation and the change pattern number, i.e., the change time, the change of the symbol is displayed on the second special symbol display 162 for the determined change time, and when the change time has elapsed, the determined special symbol is displayed in a static manner on the second special symbol display 162. At this time, when a losing symbol is stopped and displayed on the first special symbol display 160, a loss is confirmed as a result of the big role lottery, and the big role lottery based on the next special 1 reservation can be executed, and when a losing symbol is stopped and displayed on the second special symbol display 162, a loss is confirmed as a result of the big role lottery, and the big role lottery based on the next special 2 reservation can be executed. On the other hand, when a big win symbol is stopped and displayed on the first special symbol display 160 or the second special symbol display 162, a big win is confirmed as a result of the big role lottery, and a big role game is executed, and when a small win symbol is stopped and displayed on the first special symbol display 160 or the second special symbol display 162, a small win is confirmed as a result of the big role lottery, and a small win game is executed.
[0127] In this way, the change time specifies the time for which the patterns on the first special pattern display device 160 or the second special pattern display device 162 change and display, in other words, the time until the result of the big prize lottery is determined.
[0128] When the variation mode number is determined as described above, a variation mode command corresponding to the determined variation mode number is sent to the sub-control board 330, and when the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is sent to the sub-control board 330. In the sub-control board 330, the first half of the variation performance is mainly determined based on the received variation mode command, and the second half of the variation performance is mainly determined based on the received variation pattern command, but the details will be described later. In the following, the variation mode number and the variation pattern number are collectively referred to as variation information, and the variation mode command and the variation pattern command are collectively referred to as variation command.
[0129] FIG. 13 is a diagram for explaining the game state and the variable time according to the simultaneous spin reference example. As described above, the special game state and the normal game state are combined to form one game state, and the progress of the game is controlled according to the set game state. As already described, the special game state has two types of game states, a low probability game state and a high probability game state, which have different winning probabilities of the jackpot. In addition, the normal game state has three types of game states, a non-time-saving game state, a medium time-saving game state, and a time-saving game state, which have different ball entry easiness (ball entry frequency) of the game ball into the first variable start hole 120B.
[0130] Here, in normal play, the ease of entry of a game ball into the first variable start port 120B is determined by three elements: winning probability, variable time, and opening time. Although details will be described later, in normal play, when a game ball passes through the gate 124 or enters the normal play operation port 125, a normal play reserve is stored. Then, based on the stored normal play reserve, a normal play lottery is performed to determine whether or not to open the movable piece 120b. The result of this normal play lottery is determined when a predetermined variable time has elapsed. When a win is determined as a result of the normal play lottery, the movable piece 120b is opened. At this time, the winning probability in the normal play lottery, the variable time, and the opening time when opening the movable piece 120b are set for each normal play state.
[0131] In the simultaneous spin reference example, as shown in FIG. 13(a), six types of game states are provided by combining the special game state and the normal game state. The initial state of the gaming machine 100 is the low probability game state and the non-time-saving game state. In the non-time-saving game state, the probability of winning in the normal drawing is low, the fluctuation time is long, and the opening time of the movable piece 120b is short. In the simultaneous spin reference example, the game state in which the low probability game state and the non-time-saving game state are combined is called the normal state.
[0132] In the simultaneous spin reference example, the high probability game state and the non-time-saving game state may be set, and the game state in which these two are combined is called the most advantageous state. This most advantageous state is the most advantageous of the six game states, and is set so that if the game balls are shot appropriately, the game balls will gradually increase during the game even if the jackpot is not won.
[0133] In addition, in the simultaneous spinning reference example, the game may be set to a low probability game state and a time-saving game state. In the time-saving game state, the probability of winning in the normal drawing is high, the fluctuation time is short, and the opening time of the movable piece 120b is long. In the following, the game state in which the low probability game state and the time-saving game state are combined is called the low probability time-saving state.
[0134] In addition, in the simultaneous spin reference example, the high probability game state and the time-saving game state may be set. In the following, the game state in which the high probability game state and the time-saving game state are combined is called the high probability time-saving state or the high probability premonition state. The high probability time-saving state and the high probability premonition state will be described in detail later.
[0135] In the simultaneous spin reference example, the high probability game state and the intermediate time-saving game state may be set. In the intermediate time-saving game state, the winning probability in the normal drawing is higher than in the non-time-saving game state and lower than in the time-saving game state, the fluctuation time is short, and the opening time of the movable piece 120b is long. This game state can be set when an unexpected situation occurs, such as when the game ball is not launched appropriately. Hereinafter, a game state in which the high probability game state and the intermediate time-saving game state are combined is called a penalty state.
[0136] In addition, in the sub-control board 330, a presentation mode corresponding to the game state set in the main control board 300 is set. The presentation mode specifies the background image and BGM displayed in the main presentation display section 200a, and the content of the presentation differs for each presentation mode. In other words, the player can identify the current game state by the presentation mode.
[0137] As described above, in the simultaneous spin reference example, six game states are provided. And, as described above, the variation mode number and the variation pattern number, that is, the variation time, are determined according to the game state when the big role lottery is performed, the reserved type, the number of variations in the game state, and the type of the pattern.
[0138] Here, in the gaming machine 100, a substantial variable target is set for each gaming state. The substantial variable target indicates the type of reserve for which a big role lottery should be performed, and either the special 1 reserve or the special 2 reserve is set as the substantial variable target for each gaming state. In the normal state, the special 1 reserve is set as the substantial variable target. Also, in the normal state, since the normal gaming state is a non-time-saving gaming state, the first variable start port 120B is hardly opened. Therefore, in the normal state, the player needs to launch the gaming ball toward the first gaming area 116a in order to make the gaming ball enter the first fixed start port 120A.
[0139] In the normal state, the special 1 reserved lottery, which is the actual variable target, is used to draw a big role, and when a losing or small winning pattern is determined, the variable time is determined within the range of 3 to 100 seconds. Also, in the normal state, the special 1 reserved lottery is used to draw a big role, and when a winning pattern is determined, the variable time is determined within the range of 40 to 100 seconds.
[0140] On the other hand, in the normal state, when the big role lottery is performed by the special 2 reservation that is not actually subject to change, the change time is always set to 10 minutes regardless of the determined symbol type. In this way, by setting the change time to a long time such as 10 minutes, in the normal state, even if the player puts the game ball into the second starting hole 122, the chance of executing the big role lottery based on the special 2 reservation becomes extremely low.
[0141] Specifically, the second start hole 122 is provided in the second game area 116b, and is configured as a fixed start hole into which game balls can always enter. Furthermore, due to the gameplay of the game machine 100, the second start hole 122 is arranged in a position where game balls can enter more easily than the first start hole 120. Therefore, if the fluctuation time for the special 2 reservation is set to a short time in the normal state, the player will be given more opportunities to win the big prize lottery than necessary. Therefore, in accordance with the original gameplay in the normal state, the fluctuation time is set to a long time such as 10 minutes in order to appropriately launch game balls toward the first game area 116a.
[0142] In the most advantageous state, the special 2 reservation is set as the actual variable object. Therefore, in the most advantageous state, the player needs to launch the game ball toward the second game area 116b in order to make the game ball enter the second starting hole 122. In the most advantageous state, when the big role lottery is performed by the special 1 reservation that is not the actual variable object, the variable time is always set to 10 seconds regardless of the determined pattern type. In addition, the effect on the playability is smaller when the big role lottery is performed by the special 1 reservation that is not the actual variable object in the most advantageous state than when the big role lottery is performed by the special 2 reservation that is not the actual variable object in the normal state. Therefore, in the most advantageous state, the variable time when the big role lottery is performed by the special 1 reservation that is not the actual variable object is set to be short, 10 seconds.
[0143] In the most advantageous state, when a lottery for a big role is performed by the special 2 reservation, which is the actual variable target, and when a losing pattern or a small winning pattern is determined, the variable time is determined within the range of 1 to 3 seconds. Also, in the most advantageous state, when a lottery for a big role is performed by the special 2 reservation and a big winning pattern is determined, the variable time is determined within the range of 3 to 10 seconds.
[0144] In both the low probability time-saving state and the high probability time-saving state, the special 1 reservation is set as the actual variable object. In addition, in the low probability time-saving state and the high probability time-saving state, the normal game state is set as the time-saving game state, and the first variable start port 120B is frequently controlled to the open state. Therefore, in these two game states, the player needs to launch the game ball toward the second game area 116b in order to make the game ball enter the first variable start port 120B. In both of these game states, the same variable pattern random number judgment table is selected, but these two game states have in common that the normal game state is the time-saving game state. In other words, when the normal game state is the time-saving game state, the special 1 reservation, which is the actual variable object, is used to draw a big role, and when a losing pattern or a small winning pattern is determined, a variable time of 1 second is always determined. In addition, when in the low probability time-saving state or the high probability time-saving state, a big role lottery is held by the special 1 reserve, and when the big winning pattern is determined, the fluctuation time is always set to 30 seconds.
[0145] In the high probability premonition state, the special 1 reservation is set as the actual variable object. Also, in the high probability premonition state, the normal game state is set as the time-saving game state, and the first variable start port 120B is frequently controlled to be in the open state. Therefore, in the high probability premonition state, the player needs to shoot the game ball toward the second game area 116b in order to make the game ball enter the first variable start port 120B. In the high probability premonition state, when a big role lottery is performed by the special 1 reservation, which is the actual variable object, and a losing pattern or a small winning pattern is determined, the variable time is determined within the range of 3 to 10 seconds. Also, in the high probability premonition state, when a big role lottery is performed by the special 1 reservation and a big winning pattern is determined, the variable time is always determined to be 30 seconds.
[0146] On the other hand, in the low probability time-saving state, high probability time-saving state, and high probability premonition state, i.e., when the normal game state is a time-saving game state, if a lottery for a major role is held by special 2 reserve, which is not actually subject to change, the change time is always determined to be 10 minutes, regardless of the type of pattern determined.
[0147] In the penalty state, the special 1 reservation is set as the actual variable object. Also, in the penalty state, the normal game state is set to the medium time shortening game state, and the first variable start port 120B is controlled to be in the open state at a certain frequency. Therefore, in the penalty state, the player needs to launch the game ball toward the second game area 116b in order to make the game ball enter the first variable start port 120B. In the penalty state, when the big role lottery is performed by the special 1 reservation, which is the actual variable object, and a losing pattern or a small winning pattern is determined, the variable time is determined within the range of 3 to 100 seconds. Also, in the penalty state, when the big role lottery is performed by the special 1 reservation, and a big winning pattern is determined, the variable time is determined within the range of 40 to 100 seconds.
[0148] On the other hand, in a penalty state, if a big role lottery is held by a special 2 reserve that is not actually subject to change, the change time is always determined to be 10 minutes, regardless of the type of pattern determined.
[0149] As described above, a real variable target is set for each game state, and when a lottery for a big role based on a reserved type that is a real variable target is performed, the longest variable time is 100 seconds. On the other hand, when a lottery for a big role based on a reserved type that is not a real variable target is performed, the variable time is about 10 minutes, so that a game that goes against the original nature of the game is not played.
[0150] In the simultaneous rotation reference example, the case where the average of the fluctuation time of the high probability time-saving state is shorter than the average of the fluctuation time of the high probability precursor state is described, but the average of the fluctuation time of the high probability time-saving state may be longer than the average of the fluctuation time of the high probability precursor state. In other words, the average of the fluctuation time of the high probability time-saving state and the average of the fluctuation time of the high probability precursor state may be different.
[0151] FIG. 14 is a first diagram for explaining the special electric role operation ram set table according to the simultaneous spin reference example, and FIG. 15 is a second diagram for explaining the special electric role operation ram set table according to the simultaneous spin reference example. The special electric role operation ram set table stores various data for controlling the big role game or the small win game, and during the big role game and the small win game, the first big win port solenoid 126c or the second big win port solenoid 128c is controlled to be energized by referring to the special electric role operation ram set table. In reality, a plurality of special electric role operation ram set 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 the big role game or the small win game according to the type of the determined special symbol, but here, for convenience of explanation, the control data of the special symbol is shown for each type of symbol.
[0152] As shown in FIG. 14, the big prize game is composed of a plurality of round games in which the big prize opening is opened and closed a predetermined number of times, and the small prize game is composed of only one round game. According to this special electric device operation RAM set table, the opening time (waiting time until the first round of play begins), the maximum number of times the special electric device operates (the number of rounds of play executed during one big prize play or small prize play), the number of times the special electric device opens and closes (the number of times the large prize opening is opened during one round), the solenoid energizing time (the energizing time of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c for each number of times the large prize opening is opened, i.e., the opening time of one large prize opening), the prescribed number (the maximum number of possible wins into the large prize opening in one round of play), the effective time for closing the large prize opening (the closing time of the large prize opening between rounds of play, i.e., the interval time), and the ending time (waiting time from the end of the last round of play until the normal special play (the changing display of the patterns described later) is resumed) are pre-stored as control data for each type of special pattern as shown in the figure.
[0153] In addition, if a jackpot is won by the special 1 reservation and the special symbols A, B, and D are determined as the jackpot symbols, a big prize game consisting of four round games is executed. In this big prize game, the first big prize winning hole 126 is opened only once each in the first to fourth round games. In each round game, the first big prize winning hole 126 is opened for a maximum of 29.0 seconds, and when a specified number of game balls enter during this time or the maximum opening time (29.0 seconds) has elapsed, the first big prize winning hole 126 is closed and one round game ends.
[0154] In addition, if a jackpot is won by the special 1 reservation and the special symbols C and E are determined as the jackpot symbols, a big prize game consisting of 10 rounds of play is executed. In these big prize games, the first big prize winning hole 126 is opened only once each in the first to tenth rounds of play. In each round of play, the first big prize winning hole 126 is opened for a maximum of 29.0 seconds, and when a specified number of game balls enter during this time or the maximum opening time (29.0 seconds) has elapsed, the first big prize winning hole 126 is closed and one round of play ends.
[0155] In addition, when a small prize is won by the special 1 reservation and the special symbols Z1 to Z3 are determined as the small prize symbols, a small prize game consisting of one round game is executed. In this small prize game, the second large prize opening 128 is opened 0.1 seconds × 1 time in one round game.
[0156] Also, as shown in FIG. 15, when a jackpot is won by the special 2 reservation and the special symbols F, G, and I are determined as the jackpot symbols, a big prize game consisting of four round games is executed. In this big prize game, the first big prize winning hole 126 is opened only once each in the first to fourth round games. In each round game, the first big prize winning hole 126 is opened for a maximum of 29.0 seconds, and when a specified number of game balls enter during this time or the maximum opening time (29.0 seconds) has elapsed, the first big prize winning hole 126 is closed and one round game ends.
[0157] In addition, if a jackpot is won by the special 2 reservation and the special symbols H and J are determined as the jackpot symbols, a big prize game consisting of 10 rounds of play is executed. In this big prize game, the first big prize winning hole 126 is opened only once each in the first to tenth rounds of play. In each round of play, the first big prize winning hole 126 is opened for a maximum of 29.0 seconds, and when a specified number of game balls enter during this time or the maximum opening time (29.0 seconds) has elapsed, the first big prize winning hole 126 is closed and one round of play ends.
[0158] In addition, even if a small prize is won by the special 2 reservation and the special symbols Z4 to Z6 are determined as the small prize symbol, a small prize game consisting of one round game is executed. Here, in the small prize game when the special symbol Z4 is determined as the small prize symbol, the second large prize opening 128 is opened 0.1 seconds x 2 times in one round game. The interval time during the round, which is the pause time between the two openings of the second large prize opening 128, is set to 1.78 seconds. Since the game ball is shot at an interval of 0.6 seconds at the shortest, the probability that the game ball will enter the second large prize opening 128 during this small prize game is low, considering the opening time of the second large prize opening 128 and the shooting interval of the game ball.
[0159] However, in the simultaneous spin reference example, the structure is such that game balls tend to accumulate on the movable piece 128b that maintains the second large prize opening 128 in a closed state, and by moving the movable piece 128b to an open state, the game balls that accumulate on the movable piece 128b are guided into the second large prize opening 128. Therefore, by opening the second large prize opening 128 twice for 0.1 seconds, an average of 2 to 3 game balls enter the second large prize opening 128.
[0160] In addition, in a small prize game in which the special symbol Z5 is determined as the small prize symbol, the second large prize opening 128 is opened 0.1 seconds x 3 times in one round game. In this case, the interval time during the round is set to 0.84 seconds. In this small prize game, an average of 3 to 4 game balls enter the second large prize opening 128.
[0161] Furthermore, in a small prize game in which the special symbol Z6 is determined as the small prize symbol, the second large prize opening 128 is opened 0.1 seconds x 12 times in one round of play. In this case, the interval time during the round is set to 0.84 seconds. In this small prize game, by continuing to shoot game balls toward the second game area 116b, it is possible to almost certainly make a specified number of game balls (for example, 10 balls) enter the second large prize opening 128.
[0162] In addition, in the design stage of the gaming machine 100, it is necessary to strictly manage and adjust the firing prize ball ratio, which is the ratio between the number of firing game balls and the number of prize balls paid out. Therefore, in the simultaneous spin reference example, a special pattern Z4 that opens for 0.1 seconds twice in a small win game and a special pattern Z5 that opens for 0.1 seconds three times in a small win game are provided, and the firing prize ball ratio can be easily adjusted and changed simply by changing the selection ratio of these.
[0163] 16 is a diagram explaining a game state setting table for setting the game state after the end of the big role game in the simultaneous spin reference example. In the simultaneous spin reference example, when the big role game is executed, the game state setting table is referenced according to the game state at the time of winning the big prize, the reserved type, and the type of the special pattern (big prize pattern), and the game state after the big role game is ended.
[0164] If the game state at the time of winning the jackpot is the normal state or the penalty state, when the jackpot is won by the special 1 reservation, which is the actual variable target, the game state after the big win game is set according to the type of the jackpot pattern. Specifically, if the special pattern A is determined as the jackpot pattern, it is set to a low probability time-saving state (the special game state is a low probability game state, and the normal game state is a time-saving game state). At this time, the number of times the time-saving game state continues (hereinafter referred to as the "time-saving number of times") is set to 100. This means that the time-saving game state continues until the big win lottery is performed 100 times. However, the above-mentioned time-saving number of times indicates the maximum number of times that it continues in the time-saving game state of 1, and if a jackpot is won before the above-mentioned number of times of continuation is reached, the game state will be set again. Therefore, when the time-saving play state is set after the big win play ends, if no big win lottery result is derived in the time-saving play state and a lottery result other than a big win is derived 100 times, the play state will be changed to a non-time-saving play state (normal state).
[0165] Furthermore, if the special patterns B and D are determined as the jackpot patterns, the machine is set to a high probability time-saving state (the special game state is a high probability game state, and the normal game state is a time-saving game state). At this time, "next" is set as the high probability number of times, and the high probability game state continues until the next jackpot is won. Also, "next" is set as the number of time-saving times, and the time-saving game state continues until the next jackpot is won. Therefore, if the special patterns B and D are determined, the high probability time-saving state will continue after the big win game until the next jackpot is won.
[0166] Furthermore, if the special patterns C and E are determined as the jackpot patterns, the game is set to a high probability premonition state (the special game state is a high probability game state, and the normal game state is a time-saving game state). At this time, "next time" is set as the high probability number of times, and the time-saving number of times is set to 100 times. If the special patterns C and E are determined, the high probability game state continues until the next jackpot is won, while the time-saving game state ends after 100 times. Therefore, if the special patterns C and E are determined, after the big prize game, the game state will transition to the most advantageous state when the results of the big prize lottery have been derived 100 times.
[0167] In addition, if the game state at the time of winning the jackpot is the normal state or the penalty state, if the jackpot is won by the special 2 reserve, which is not actually subject to change, the game state after the big win is set as follows. That is, if the special symbol F is determined as the jackpot symbol, it is set to the normal state (the special game state is a low probability game state, and the normal game state is a non-time-saving game state). In addition, if the special symbols G to J are determined as the jackpot symbol, it is set to the penalty state (the special game state is a high probability game state, and the normal game state is a medium time-saving game state). At this time, the high probability number of times and the time-saving number of times are both set to "next time".
[0168] In addition, if the game state at the time of winning the jackpot is the most advantageous state, when the jackpot is won by the special 1 reserve, which is not actually subject to change, the game state after the big prize is set as follows. That is, if the special symbol A is determined as the jackpot symbol, it is set to a low probability time-saving state (the special game state is a low probability game state, and the normal game state is a time-saving game state). At this time, the number of time-saving times is set to 100. In addition, if the special symbols B to E are determined as the jackpot symbol, the game state after the big prize is set in the same way as the normal state and the penalty state.
[0169] On the other hand, if the game state at the time of winning the jackpot is the most advantageous state, when the jackpot is won by the special 2 reserve, which is the actual variable target, the game state after the big win is set as follows. That is, if the special pattern F is determined as the jackpot pattern, it is set to a low probability time-saving state (the special game state is a low probability game state, and the normal game state is a time-saving game state). At this time, the number of time-saving times is set to 100. Also, if the special pattern G or I is determined as the jackpot pattern, it is set to a high probability time-saving state (the special game state is a high probability game state, and the normal game state is a time-saving game state). At this time, the number of high probability times and the number of time-saving times are set to "next time".
[0170] In addition, when the special symbols H and J are determined as the jackpot symbols, the high probability premonition state (the special game state is a high probability game state, and the normal game state is a time-saving game state) is set. At this time, the number of high probability times is set to "next time" and the number of time-saving times is set to 100 times.
[0171] In addition, if the game state at the time of winning the jackpot is a low probability time-saving state, a high probability time-saving state, or a high probability premonition state, that is, if the normal game state is a time-saving game state, the game state after the big win is set to the same as the normal state or the penalty state.
[0172] 17 is a diagram explaining a winning decision random number judgment table relating to a simultaneous spin reference example. When a game ball flowing down the game area 116 passes through the gate 124 or enters the normal symbol operation port 125, a normal symbol judgment process (hereinafter referred to as "normal symbol lottery") is performed, which corresponds to whether or not to control the movable piece 120b of the first variable start port 120B to be energized.
[0173] In addition, as will be described later in detail, when the game ball passes through the gate 124 or enters the normal map operation port 125, one winning determination random number is obtained from the range of 0 to 99, and this random number value is stored in the normal map reserve memory area of the main RAM 300c, up to a maximum of four. In other words, the normal map reserve memory area has four storage units for saving winning determination random numbers. Therefore, when a winning determination random number is stored in all four storage units of the normal map reserve memory area, if a game ball passes through the gate 124 or enters the normal map operation port 125, the winning determination random number is not stored based on the passage of the game ball. In the following, the winning determination random number stored in the normal map reserve memory area when the game ball passes through the gate 124 or enters the normal map operation port 125 is called a normal map reserve.
[0174] When the normal game state is a non-time-saving game state and a normal symbol lottery is started, a winning symbol determination random number judgment table for the non-time-saving game state is referenced as shown in FIG. 17(a). According to this winning symbol determination random number judgment table for the non-time-saving game state, when the winning symbol determination random number is 0, a winning symbol is determined as the type of normal symbol, and when the winning symbol determination random number is 1 to 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability that a winning symbol is determined in the non-time-saving game state, that is, the probability of winning, is 1 / 100. As will be described in detail later, when a winning symbol is determined in this normal symbol lottery, the movable piece 120b of the first variable start opening 120B is controlled to an open state, and when a losing symbol is determined, the movable piece 120b of the first variable start opening 120B is maintained in a closed state.
[0175] In addition, when starting the normal symbol lottery in the intermediate time-saving game state, as shown in Fig. 17(b), the intermediate time-saving game state winning random number judgment table is referenced. According to this intermediate time-saving game state winning random number judgment table, when the winning random number is 0 to 49, a winning symbol is determined as the type of normal symbol, and when the winning random number is 50 to 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability that a winning symbol is determined in the intermediate time-saving game state, that is, the probability of winning, is 50 / 100.
[0176] In addition, when starting a normal symbol lottery in the time-saving game state, a time-saving game state winning random number determination table is referenced as shown in Fig. 17(c). According to this time-saving game state winning random number determination table, when the winning random number is 0 to 98, a winning symbol is determined as the type of normal symbol, and when the winning random number is 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability that a winning symbol is determined in the time-saving game state, that is, the probability of winning, is 99 / 100.
[0177] FIG. 18(a) is a diagram for explaining a normal symbol variation time data table according to a simultaneous spin reference example, and FIG. 18(b) is a diagram for explaining an opening / closing control pattern table according to a simultaneous spin reference example. As described above, when a normal symbol lottery is performed, the variation time of the normal symbol is determined. The normal symbol variation time data table is referenced when determining the variation time of the normal symbol when a winning symbol or a losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, when the game state is set to a non-time-saving game state and a medium time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to a time-saving game state, the variation time is determined to be 1 second. When the variation time is determined in this way, the normal symbol display 168 is displayed (blinking) for the determined time. Then, when a winning symbol is determined, the normal symbol display 168 is turned on, and when a losing symbol is determined, the normal symbol display 168 is turned off.
[0178] Then, when the winning symbol is determined by the normal symbol lottery and the normal symbol display 168 is lit, the movable piece 120b of the first variable start opening 120B is controlled to energize with reference to the opening / closing control pattern table as shown in Fig. 18(b). Note that, in reality, the opening / closing control pattern table is provided for each game state, and the corresponding table is set at the start of energization of the normal electric role solenoid 120c according to the game state when the normal symbol is determined.
[0179] When the winning symbol is determined, as shown in FIG. 18(b), the first variable start opening 120B is controlled to open and close with reference to the opening and closing control pattern table. According to this opening / closing control pattern table, the time before normal power is released (waiting time until the first variable start port 120B starts to open), the maximum number of times the normal electric role is switched to open or closed (the number of times the first variable start port 120B is opened), the solenoid power supply time (the power supply time of the normal electric role solenoid 120c for each number of times the first variable start port 120B is opened, i.e., the opening time of the first variable start port 120B once), the specified number (the maximum number of winnings that can be won into the first variable start port 120B during the full opening of the first variable start port 120B), the normal power closing effective time (the closing time between each opening of the first variable start port 120B, i.e., the pause time), the normal power effective state time (waiting time from the end of the last opening of the first variable start port 120B), and the normal power end wait time (waiting time until the variable display of the normal pattern described later is resumed after the normal power effective state time has elapsed) are pre-stored for each game state as control data for the first variable start port 120B, as shown in the figure.
[0180] In this way, by setting the winning probability of the normal pattern, the variable time and the opening time, as shown in the lower part of Figure 18 (b), the prize ball firing ratio (the ratio of the number of prize balls that enter the first variable start port 120B, the second start port 122, the normal pattern operating port 125 and the large prize entry port and are paid out to the player relative to the number of game balls fired into the game area 116) is number of balls fired:number of prize balls = 100:20 in the non-time-saving play state, number of balls fired:number of prize balls = 100:40 in the intermediate time-saving play state, and number of balls fired:number of prize balls = 100:99 in the time-saving play state.
[0181] The opening and closing conditions of the first variable start opening 120B prescribe three elements: the probability of winning a normal symbol, the time of the variable display of the normal symbol, and the opening time of the first variable start opening 120B. In other words, by combining the three elements of the probability of winning a normal symbol, the time of the variable display of the normal symbol, and the opening time of the first variable start opening 120B, it is possible to set the frequency of game balls entering the first variable start opening 120B and the firing prize ball ratio in each of the non-time-saving game state, the intermediate time-saving game state, and the time-saving game state. In any case, the combination of the three elements shown here is only one example, and it is sufficient to combine the three elements so that the firing prize ball ratio is higher in the time-saving game state than in the non-time-saving game state.
[0182] FIG. 19 is a diagram for explaining the transition of the game state according to the original gameplay of the simultaneous spin reference example. With the above configuration, the game machine 100 realizes the following gameplay. Here, the case where the registration setting value is set to "1" will be explained. First, in the initial state of the game machine 100, it is set to the normal state shown in FIG. 19(a). In the normal state, since the actual variable target is set to the special 1 reservation, the player launches the game ball toward the first game area 116a to make the game ball enter the first fixed start hole 120A. Since the first game area 116a is located on the left side of the game board 108, the player will perform the so-called "left shot" in the normal state.
[0183] When a game ball enters the first fixed starting hole 120A, the special 1 reserved ball is stored in the first special chart reserved memory area. The special 1 reserved balls stored in the first special chart reserved memory area are read out in sequence when the starting conditions are met, and a lottery for a big prize is held based on the read special 1 reserved balls. At this time, the probability of winning a big prize is set to about 1 / 300.6. In a normal state, the game is played with the aim of winning a big prize in the lottery for a big prize based on this special 1 reserved ball. In addition, the ratio of balls fired when a game ball is fired toward the first game area 116a is set to 100:20, and the number of game balls decreases during the game.
[0184] In the normal state, if a big win is won in the big win lottery by the special 1 reservation, a big win game is executed. In this big win game, the first big win port 126 is opened and a round game is executed 4 or 10 times, and the player can win prize balls for 4 or 10 rounds. If a big win is won by the special 1 reservation, one of the special symbols A to E is determined as the big win symbol.
[0185] In the normal state, if the jackpot symbol displayed on the first special symbol display 160 is the special symbol A, the game state after the big win game will be the low-probability time-saving state shown in FIG. 19(b). When a jackpot is won with the special 1 reserved, the probability that the special symbol A will be determined as the jackpot symbol is 30%. Therefore, when a jackpot is won in the normal state, there is a 30% probability that the game state will transition to the low-probability time-saving state. In the low-probability time-saving state, the actual variable target is set to the special 1 reserved, but since the normal game state is the time-saving game state, the player will hit the right hand aiming at the second game area 116b in order to make the game ball enter the first variable start hole 120B.
[0186] In other words, in this low probability time-saving state, the player plays the game with the aim of winning the jackpot in the lottery based on the special 1 reservation, just like in the normal state. In the low probability time-saving state, the probability of winning the jackpot is about 1 / 300.6, but since the normal game state is a time-saving game state, the movable piece 120b is frequently in the open state. Therefore, the firing prize ball ratio is 100:99, and the player can aim for the jackpot while reducing the consumption of game balls.
[0187] When the game enters the low-probability time-saving state, the number of time-saving times is set to 100, and if no jackpot is won in the 100 big prize draws, the game state will return to the normal state (time-saving exit).
[0188] In addition, in the normal state, if the jackpot pattern displayed on the first special pattern display 160 is the special pattern B or D, the game state after the big win game will be the high probability time-saving state shown in FIG. 19(c). When a jackpot is won with the special 1 reserved, the probability that the special pattern B or D will be determined as the jackpot pattern is 35%. Therefore, when a jackpot is won in the normal state, there is a 35% probability that the game state will transition to the high probability time-saving state. In the high probability time-saving state, the actual variable target is set to the special 1 reserved, but since the normal game state is the time-saving game state, the player will hit the right side aiming at the second game area 116b in order to make the game ball enter the first variable start hole 120B.
[0189] That is, in this high probability time-saving state, as in the normal state, the player plays the game with the aim of winning the big prize in the lottery based on the special 1 reservation. In addition, in the high probability time-saving state, the probability of winning the big prize is about 1 / 105.7, and since the normal game state is a time-saving game state, the movable piece 120b is frequently in the open state. Therefore, the ratio of fired prize balls is 100:99, and the player can play the lottery for the big prize while reducing the consumption of game balls. Therefore, in the high probability time-saving state, it can be said that the next big prize is essentially guaranteed to be won.
[0190] In addition, in the normal state, if the jackpot pattern stopped and displayed on the first special pattern display 160 is the special pattern C or E, the game state after the big win game will be the high probability premonition state shown in FIG. 19(d). When a jackpot is won with the special 1 reserved, the probability that the special pattern C or E will be determined as the jackpot pattern is 35%. Therefore, when a jackpot is won in the normal state, there is a 35% probability that the game state will transition to the high probability premonition state. In the high probability premonition state, the actual variable target is set to the special 1 reserved, but since the normal game state is the time-saving game state, the player will hit the right hand aiming at the second game area 116b in order to make the game ball enter the first variable start hole 120B.
[0191] Then, when the special symbols C and E are determined, the game is set to a high probability premonition state and the number of time-saving times is set to 100. At this time, when the number of fluctuations after the big role game reaches 100, the time-saving game state ends and the normal game state becomes a non-time-saving game state. As a result, the game state transitions to the most advantageous state shown in (e) of FIG. 19 due to the time-saving exit. As will be described in detail later, in the most advantageous state, the number of game balls can be increased simply by continuing to shoot game balls toward the second game area 116b. Therefore, in the high probability premonition state, the purpose of the game is not to win a jackpot, but to exit the time-saving state without winning a jackpot.
[0192] According to the special 1 reserve that is the actual variable target in the high probability premonition state, high probability time-saving state, and low probability time-saving state, when a jackpot is won, special symbols A to E are determined as the jackpot symbol. When special symbol A is determined, four rounds of play are executed in the big prize game, and the game state after the big prize game becomes the low probability time-saving state shown in FIG. 19(b). Also, when special symbols B and D are determined, four or ten rounds of play are executed in the big prize game, and the game state after the big prize game becomes the high probability time-saving state. Also, when special symbols C and E are determined, four or ten rounds of play are executed in the big prize game, and the game state after the big prize game becomes the high probability premonition state.
[0193] In the most advantageous state, when a game ball enters the second starting hole 122, the special 2 reserved ball is stored in the second special chart reserved memory area. The special 2 reserved balls stored in the second special chart reserved memory area are read out in sequence when the starting conditions are met, and a lottery for a big prize is held based on the read special 2 reserved balls. At this time, the probability of winning a big prize is set to about 1 / 105.7, and the probability of winning a small prize is set to about 1 / 3.45. In the most advantageous state, the ultimate goal of the game is to win a small prize in the lottery for a big prize based on this special 2 reserved ball.
[0194] Specifically, when a game ball is shot into the second game area 116b, the ratio of prize balls paid out by the game ball entering the second start hole 122 to the number of shot balls is set to about 100:60-80. In the most advantageous state, the probability of winning a small prize in the big role lottery by the special 2 reservation is about 1 / 3.45, so small prize games are frequently played. Here, when a small prize is won by the special 2 reservation, small prize patterns Z4-Z6 are determined. As described above, in a small prize game when the small prize pattern Z4 is stopped and displayed on the second special pattern display 162, an average of 2-3 game balls enter the second large prize hole 128. In a small prize game when the small prize pattern Z5 is stopped and displayed on the second special pattern display 162, an average of 3-4 game balls enter the second large prize hole 128. Furthermore, in a small win game in which the small win symbol Z6 is stopped and displayed on the second special symbol display 162, approximately a specified number of game balls enter the second large winning hole 128.
[0195] When a game ball enters the second large winning hole 128, for example, 15 prize balls are paid out for one game ball that enters. As a result, in the most advantageous state, the firing prize ball ratio, which is the ratio of the number of all prize balls to the number of fired balls, becomes 100:120, and the number of game balls can be increased simply by continuing to fire game balls toward the second game area 116b.
[0196] In this most advantageous state, the normal game state is a non-time-saving game state, and the movable piece 120b is almost never in the open state. Also, in the most advantageous state, the special game state is a high probability game state, and since the probability of winning the jackpot in the most advantageous state is about 1 / 105.7, in the most advantageous state, it can be said that the next jackpot is practically guaranteed to be won.
[0197] According to the special 2 reserve that is the actual variable target in this most advantageous state, when a jackpot is won, the special symbols F to J are determined as the jackpot symbol. When the special symbol F is determined, four rounds of play are executed in the big prize game, and the game state after the big prize game becomes the low probability time-saving state shown in FIG. 19(b). When the special symbols G or I are determined, four or ten rounds of play are executed in the big prize game, and the game state after the big prize game becomes the high probability time-saving state. When the special symbols H or J are determined, four or ten rounds of play are executed in the big prize game, and the game state after the big prize game becomes the high probability premonition state.
[0198] The most advantageous state is much more advantageous than other game states, so the main objective of the game in the gaming machine 100 is to transition the game state to the most advantageous state. As described above, the game is first started in the normal state, but the game does not transition from the normal state to the most advantageous state all at once. Therefore, the transition route to the most advantageous state in the gaming machine 100 is the transition route to the most advantageous state via the high probability precursor state.
[0199] Furthermore, in the simultaneous spin reference example, aside from the time-saving exit in the high probability premonition state, the winning of a specific small win pattern is set as a transition condition from the high probability premonition state to the most advantageous state. Specifically, when a small win is won by the special 1 reservation, which is the actual variable subject in the high probability premonition state, the small win pattern is determined as the special pattern Z1 with a probability of 1%, the special pattern Z2 with a probability of 69%, and the special pattern Z3 with a probability of 30% (see Figure 8(c)).
[0200] At this time, when the special symbol Z1 is determined as the small win symbol, the time-saving game state ends with the end of the small win game, and as a result, the game state transitions to the most advantageous state.
[0201] In this way, since the most advantageous state is entered by winning a specific small jackpot, a sense of expectation and tension is always given to the player, compared to a case in which the most advantageous state is entered only when the number of fluctuations reaches a specified number (100 times).
[0202] In addition, in the above-mentioned high probability premonition state, high probability time-saving state, and low probability time-saving state, the probability of winning a small prize is about 1 / 3.45. Therefore, in the high probability premonition state, high probability time-saving state, and low probability time-saving state, small prize games are frequently executed, as in the most advantageous state. However, in the high probability premonition state, high probability time-saving state, and low probability time-saving state, the normal game state is a time-saving game state. Also, as will be described later in detail, the normal game state is maintained in the time-saving game state even during the small prize game. Therefore, although the second large prize winning port 128 is opened during the small prize game, the first variable start port 120B is also opened during this time.
[0203] As described above, the first variable start opening 120B is provided above the second large winning opening 128, and in the time-saving game state, the opening time of the first variable start opening 120B is much longer than the opening time of the second large winning opening 128. Therefore, in the high probability premonition state, the high probability time-saving state, and the low probability time-saving state, most of the game balls flowing down the second game area 116b enter the first variable start opening 120B, and almost no game balls enter the second large winning opening 128. As a result, in the high probability premonition state, the high probability time-saving state, and the low probability time-saving state, unlike the most advantageous state, the game balls gradually decrease even if a right hit is performed during play.
[0204] As described above, when the game progresses according to the actual variable object in accordance with the original gameplay, if a big win is won, the game state after the big win is set to one of the low probability time-saving state, high probability time-saving state, and high probability premonition state. And the high probability time-saving state and the high probability premonition state have in common that the special game state is a high probability game state, and the normal game state is a time-saving game state. On the other hand, the high probability time-saving state continues until the next big win is won, whereas the high probability premonition state differs in that the game state is transitioned to the most advantageous state by winning a specific small win (special pattern Z1) or by ending the time-saving state.
[0205] Also, in the high probability time-saving state, the fluctuation time at the time of small win and miss is set to 1 second, whereas in the high probability premonition state, the fluctuation time at the time of small win and miss is set within the range of 3 to 10 seconds (see FIG. 13(b)). In other words, the average fluctuation time in the high probability time-saving state is set shorter than the average fluctuation time in the high probability premonition state.
[0206] Therefore, in the high probability time-saving state, since the time of change during small wins and misses is relatively short, the actual variable object can be consumed at high speed until the big win is won. Although detailed explanation is omitted, during the time of change of the special pattern, the variable display of the performance patterns 210a, 210b, and 210c is performed on the sub-control board 330. In the high probability time-saving state, the variable display of the performance patterns 210a, 210b, and 210c also becomes relatively short. Therefore, in the high probability time-saving state, as long as the special 1 reservation continues to be stored, the special 1 reservation (variable display of the performance patterns 210a, 210b, and 210c) continues to be consumed at high speed, and the time until the big win can be shortened, and the player can play until the next big win without feeling (reducing) stress.
[0207] On the other hand, in the high probability premonition state, the fluctuation time at the time of small win and miss is relatively long, but the sub-control board 330 performs the performance of whether or not it will move to the most advantageous state. Therefore, the player can play the game while expecting that it will move to the most advantageous state.
[0208] In this way, in the high probability time-saving state, even if a specific small win (special symbol Z1) is won, the state will not transition to the most advantageous state, but by setting the average fluctuation time to be short, the time until the next big win can be shortened, and stress on the player can be reduced. Also, in the high probability premonition state, the average fluctuation time is set to be longer than in the high probability time-saving state, but during that fluctuation time, it is possible to perform a performance of whether or not the state will transition to the most advantageous state, and this can give the player a sense of expectation and tension.
[0209] As described above, a high-probability time-saving state and a high-probability precursor state are provided, which have in common that the special game state is a high-probability game state and the normal game state is a time-saving game state, and by making the average fluctuation time of the high-probability time-saving state shorter than the average fluctuation time of the high-probability precursor state, new gameplay can be provided.
[0210] FIG. 20 is a diagram for explaining the transition of the game state when the game is not played properly in the simultaneous spin reference example. As described above, in the gaming machine 100, the variable display of the pattern on the first special pattern display 160 and the variable display of the pattern on the second special pattern display 162 are performed simultaneously in parallel. At this time, in the case where the player may be disadvantaged as a result of the big role lottery being performed by the reservation other than the actual variable object, the variable time is set to a long time such as 10 minutes. However, after the big role lottery is performed by the reservation other than the actual variable object, for example, as a result of interrupting the game, the big win by the reservation other than the actual variable object may be confirmed. In this case, the game state will transition as shown in FIG. 20.
[0211] The main processing of the main control board 300 for realizing the above-mentioned gameplay will be described below.
[0212] Fig. 21 is a diagram for explaining the gaming machine status flag according to the simultaneous spin reference example. In the main control board 300, whether or not the game is in a state in which it is possible to 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. The flag value of the gaming machine status flag = 00H indicates a playable state, and when the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is other than 00H, the game is stopped.
[0213] The flag value of the gaming machine status flag = 01H indicates a setting change state, and when the gaming machine status flag is 01H, the registered setting value can be changed. The flag value of the gaming machine status flag = 02H indicates a setting confirmation state, and when the gaming machine status flag is 02H, the registered setting value can be confirmed by displaying it on the performance display monitor 184, for example. The flag value of the gaming machine status flag = 03H indicates a setting abnormal state, and when the gaming machine status flag is 03H, the registered setting value is considered abnormal and the game is stopped. The flag value of the gaming machine status flag = 04H indicates a RAM abnormal state, and when the gaming machine status flag is 04H, the game is stopped. The flag value of the gaming machine status flag = 05H indicates a checksum abnormal state, and when the gaming machine status flag is 05H, the game is stopped. When the power is turned on, the gaming machine status flag is set to one of the flag values, and a process according to the gaming machine status flag is performed.
[0214] (CPU initialization process of main control board 300) Figure 22 is a first flowchart explaining the CPU initialization processing in the main control board 300 relating to the simultaneous rotation reference example, and Figure 23 is a second flowchart explaining the CPU initialization processing in the main control board 300 relating to the simultaneous rotation reference example.
[0215] When power is supplied from the power supply board, a system reset occurs in the main CPU 300a, and the main CPU 300a performs the following CPU initialization process (S100).
[0216] (Step S100-1) When the power is turned on, the main CPU 300a reads a boot program from the main ROM 300b as an initial setting process, and also performs setting processes necessary for executing various processes.
[0217] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.
[0218] (Step S100-5) The main CPU 300a judges whether a power-off warning signal has been detected. The main control board 300 is provided with a power-off detection circuit, and when the power supply voltage falls below a predetermined value, the power-off detection circuit outputs a power-off warning signal. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.
[0219] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. If it is determined that the wait time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5.
[0220] (Step S100-9) The main CPU 300a executes the processes required to permit access to the main RAM 300c.
[0221] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine status flag before the power is turned off into the D register.
[0222] (Step S100-13) The main CPU 300a calculates the checksum and determines whether the calculated checksum matches the checksum saved when the power was turned off (is normal) and whether the backup flag is normal. If it is determined that the backup flag and the checksum are normal, the process proceeds to step S100-15, and if it is determined that either one or both are not normal, the process proceeds to step S100-25.
[0223] (Step S100-15) The main CPU 300a sets an address that does not include a setting value or a gaming machine status flag as the first address to be cleared in the main RAM 300c.
[0224] (Step S100-17) Main CPU 300a determines whether a RAM clear operation signal has been input from RAM clear switch 182s (whether the RAM clear button has been pressed down). If it is determined that a RAM clear operation signal has been input, main CPU 300a proceeds to step S100-31, and if it is determined that a RAM clear operation signal has not been input, main CPU 300a proceeds to step S100-19.
[0225] (Step S100-19) The main CPU 300a judges whether the flag value of the gaming machine status flag loaded in the above step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. If it is judged that all three conditions are met, the process proceeds to step S100-21, and if it is judged that any one of the three conditions is not met, the process proceeds to step S100-23.
[0226] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (setting confirmation status). That is, when the power is normally turned on while the middle frame 104 is open, the setting change switch 180s is on, and the RAM clear button is not pressed, the gaming machine enters the setting confirmation status.
[0227] (Step S100-23) The main CPU 300a executes an initialization process to clear the areas of the main RAM 300c subsequent to the top address set in step S100-15 above that are to be cleared when the power is restored, and then proceeds to step S100-49.
[0228] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0229] (Step S100-27) The main CPU 300a performs an outside area read / write check process for checking and clearing the read / write memory in the unused area.
[0230] (Step S100-29) The main CPU 300a sets an address including a setting value and a gaming machine status flag as the first address to be cleared in the main RAM 300c.
[0231] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.
[0232] (Step S100-33) The main CPU 300a judges whether the check result of the read / write memory in the above step S100-31 is normal or not. If it is judged as normal, the process proceeds to step S100-37, and if it is judged as not normal, the process proceeds to step S100-35.
[0233] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register, and moves the process to step S100-45.
[0234] (Step S100-37) The main CPU 300a judges whether 02H (setting confirmation state) is set in the D register. If it is judged that 02H is set, the process proceeds to step S100-39, and if it is judged that 02H is not set, the process proceeds to step S100-41.
[0235] (Step S100-39) The main CPU 300a sets the D register to 00H (playable state).
[0236] (Step S100-41) The main CPU 300a judges whether the setting change conditions are satisfied. If it is judged that the setting change conditions are satisfied, the process proceeds to step S100-43. If it is judged that the setting change conditions are not satisfied, the process proceeds to step S100-45. Note that the setting change conditions here include at least that the setting change switch 180s is turned on, that the middle frame 104 is open, and that a RAM clear operation signal is input from the RAM clear switch 182s.
[0237] (Step S100-43) The main CPU 300a sets the D register to 01H (setting changed state).
[0238] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.
[0239] (Step S100-47) The main CPU 300a executes an initialization process for clearing the items in the main RAM 300c that are to be cleared when the RAM is cleared, and moves the process to step S100-49.
[0240] (Step S100-49) The main CPU 300a performs a transmission process (storing the RAM clear designation command in a transmission buffer) of a dispensing command (RAM clear designation command) to inform the dispensing control board 310 that the main RAM 300c has been cleared.
[0241] (Step S100-51) The main CPU 300a loads the gaming machine status flag.
[0242] (Step S100-53) The main CPU 300a judges whether the gaming machine state flag loaded in the above step S100-51 is 00H (playable state). If it is judged to be 00H, the process proceeds to step S110, and if it is judged not to be 00H, the process proceeds to step S100-55.
[0243] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.
[0244] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .
[0245] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0246] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0247] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is for determining the initial value and the end value of the winning symbol random number. In other words, when the winning symbol random number goes through one cycle from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number -1 by the updating process of the winning symbol random number described later, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.
[0248] (Step S100-63) The main CPU 300a analyzes the received data (main commands) received from the dispensing control board 310, and executes various processes according to the received data.
[0249] (Step S100-65) The main CPU 300 a performs processing for transmitting the sub-commands stored in the transmission buffer to the sub-control board 330 .
[0250] (Step S100-67) The main CPU 300a performs processing for permitting an interrupt.
[0251] (Step S100-69) The main CPU 300a updates the reach group determination random number, the reach mode determination random number, and the change pattern random number, and thereafter repeats the process from step S100-59. Note that, hereinafter, the reach group determination random number, the reach mode determination random number, and the change pattern random number for determining the change presentation pattern are collectively referred to as the change presentation random number.
[0252] FIG. 24 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300 according to the simultaneous rotation reference example.
[0253] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.
[0254] (Step S110-3) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .
[0255] (Step S110-5) The main CPU 300a performs a model command setting process for setting a model command indicating model information of the gaming machine 100 in a transmission buffer.
[0256] (Step S110-7) The main CPU 300a performs a setting value designation command setting process for setting a setting value designation command indicating a registered setting value in a transmission buffer.
[0257] (Step S110-9) The main CPU 300a performs a special chart 1 reservation designation command setting process that sets a special chart 1 reservation designation command indicating the special chart 1 reservation number in a transmission buffer.
[0258] (Step S110-11) The main CPU 300a performs a special chart 2 reservation designation command setting process that sets a special chart 2 reservation designation command indicating the special chart 2 reservation number in a transmission buffer.
[0259] (Step S110-13) The main CPU 300a performs a count command setting process for setting a count command indicating the remaining number of times in the time-shortened gaming state in a transmission buffer.
[0260] (Step S110-15) The main CPU 300a performs a fluctuation pattern selection state designation command setting process for setting a fluctuation pattern selection state designation command indicating a fluctuation pattern selection state in a transmission buffer.
[0261] (Step S110-17) The main CPU 300a performs a special game phase designation command setting process for setting a special game phase designation command indicating a special game management phase in a transmission buffer. The special game management phase will be described later.
[0262] (Step S110-19) The main CPU 300a judges whether the special game management phase is in a special symbol variation waiting state. If it is judged that the special symbol variation waiting state, the process proceeds to step S110-21, and if it is judged that the special symbol variation waiting state is not, the sub-command group set process is terminated.
[0263] (Step S110-21) The main CPU 300a sets the customer waiting designation command in the transmission buffer, and ends the sub-command group setting process.
[0264] Next, a description will be given of interrupt processing in the main control board 300. Here, a description will be given of a power-off save processing (XINT interrupt processing) and a timer interrupt processing.
[0265] (Power off save process of main control board 300 (XINT interrupt process)) 25 is a flowchart explaining the power-off save process (XINT interrupt process) in the main control board 300 according to the simultaneous rotation reference example. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts the CPU initialization process and executes the power-off save process.
[0266] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.
[0267] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0268] (Step S300-5) Main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.
[0269] (Step S300-7) The main CPU 300a restores the registers.
[0270] (Step S300-9) The main CPU 300a performs a process for permitting an interrupt, and ends the power-off save process.
[0271] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0272] (Step S300-13) The main CPU 300a executes a checksum setting process for calculating and storing a checksum.
[0273] (Step S300-15) The main CPU 300a executes a RAM protect setting process required to prohibit access to the main RAM 300c.
[0274] (Step S300-17) In order to set a power interruption occurrence monitoring time, the main CPU 300a sets a predetermined number of times the power interruption detection signal has been detected as the counter value of a loop counter.
[0275] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0276] (Step S300-21) The main CPU 300a judges whether a power-off warning signal has been detected. If it is judged that a power-off warning signal has been detected, the process proceeds to step S300-17. If it is judged that a power-off warning signal has not been detected, the process proceeds to step S300-23.
[0277] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 above by one.
[0278] (Step S300-25) The main CPU 300a judges whether the counter value of the loop counter is 0. As a result, if it is judged that the counter value is not 0, the process proceeds to step S300-19, and if it is judged that the counter value is 0, the process proceeds to the above-mentioned CPU initialization process (step S100).
[0279] In addition, if a power outage actually occurs, the operation of the gaming machine 100 stops while steps S300-17 to S300-25 are being looped.
[0280] (Timer interrupt processing of main control board 300) 26 is a flow chart for explaining timer interrupt processing in the main control board 300 according to the simultaneous rotation reference example. The main control board 300 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (4 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, the CPU initialization process (step S100) is interrupted and the following timer interrupt processing is executed.
[0281] (Step S400-1) The main CPU 300a saves the registers.
[0282] (Step S400-3) The main CPU 300a performs processing for permitting an interrupt.
[0283] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to the output port, and executes dynamic port output processing which controls the lighting of the first special pattern display 160, the second special pattern display 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern display 168, the normal pattern reserved indicator 170, the right hit notification indicator 172, and the performance display monitor 184.
[0284] (Step S400-7) The main CPU 300a reads various types of input port information and executes port input processing to accurately obtain the latest switch states.
[0285] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.
[0286] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it is determined that the flag value is 00H, the process proceeds to step S400-15. If it is determined that the flag value is not 00H, the process proceeds to step S400-13.
[0287] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is equal to or greater than 03H (abnormal setting state). If it is determined that the flag value is equal to or greater than 03H, the process proceeds to step S400-29. If it is determined that the flag value is not equal to or greater than 03H, the process proceeds to step S450.
[0288] (Step S450) The main CPU 300a executes the setting-related processing, and moves the process to step S400-29, which will be described later.
[0289] (Step S400-15) The main CPU 300a performs a timer update process to update various timer counters. Here, unless otherwise specified, the timer counters are decremented every time the timer interrupt process of the main control board 300 is performed, and the decrement stops when the timer counters reach 0.
[0290] (Step S400-17) The main CPU 300a executes an update process for the initial value update random number for the winning symbol random number, similar to the above step S100-61.
[0291] (Step S400-19) The main CPU 300a performs a process to update the winning symbol random number. Specifically, the random number counter is updated by adding 1, and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0, and if the random number counter has completed one cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.
[0292] Although a detailed explanation will be omitted, in the simultaneous spin reference example, the jackpot determination random number and the win determination random number use hardware random numbers updated by a hardware random number generator built into the main control board 300. The hardware random number generator updates both the jackpot determination random number and the win determination random number according to certain rules, automatically changing the random number sequence each time the random number sequence goes through one cycle, and changing the start value each time the system is reset.
[0293] (Step S500) The main CPU 300a executes a switch management process to determine whether or not a signal has been input from the first fixed start hole detection switch 120As, the first variable start hole detection switch 120Bs, the second start hole detection switch 122s, the gate detection switch 124s, the normal operation hole detection switch 125s, the first large prize hole detection switch 126s, and the second large prize hole detection switch 128s. Details of this switch management process will be described later.
[0294] (Step S600) The main CPU 300a executes a special game management process for controlling the progress of the variable display of the special symbols based on the special 2 reservation in the special game. The details of this special game management process will be described later.
[0295] (Step S600) The main CPU300a executes a special game management process for controlling the progress of the variable display of the special symbol based on the special 1 reservation of the special game. Here, the same program (module) as the special game management process for controlling the progress of the variable display of the special symbol based on the special 2 reservation is read out, and the special game management process for controlling the progress of the variable display of the special symbol based on the special 1 reservation is executed.
[0296] (Step S700) The main CPU 300a executes a special electric accessory game management process for controlling the progress of the big prize game and the small prize game in the special game. The details of this special electric accessory game management process will be described later.
[0297] (Step S800) The main CPU 300a executes a normal game management process for controlling the progress of the normal game. The details of this normal game management process will be described later.
[0298] (Step S400-21) The main CPU 300a executes an error management process for determining various errors and making settings according to the error determination results.
[0299] (Step S400-23) The main CPU 300a checks the general prize hole detection switch 118s, the first start hole detection switch 120s, the second start hole detection switch 122s, the first large prize hole detection switch 126s, and the second large prize hole detection switch 128s, and executes prize hole switch processing to increment the corresponding counters for prize ball control, etc.
[0300] (Step S400-25) The main CPU 300a executes a payout control management process for creating and transmitting a payout command based on the counter value of the counter for controlling the winning balls set in the above step S400-23.
[0301] (Step S400-27) The main CPU 300a executes a launch position designation management process for transmitting a launch position designation command to the sub-control board 330, which designates the launch position of the game ball, i.e., whether the game ball is to be launched into the first game area 116a or the second game area 116b.
[0302] (Step S400-29) The main CPU 300a executes an external information management process for setting output data for external information to be output from the game information output terminal board 312 to the outside.
[0303] (Step S400-31) The main CPU 300a executes an LED display setting process that sets display data for controlling the lighting of various indicators (LEDs), such as the first special pattern display 160, the second special pattern display 162, the first special pattern reserve indicator 164, the second special pattern reserve indicator 166, the normal pattern display 168, the normal pattern reserve indicator 170, and the right hit notification indicator 172, in an output buffer corresponding to each common.
[0304] (Step S400-33) The main CPU 300a executes a solenoid output image synthesis process for synthesizing solenoid output images of the normal electric role solenoid 120c, the first large prize opening solenoid 126c, and the second large prize opening solenoid 128c, and storing the images in an output port buffer.
[0305] (Step S400-35) The main CPU 300a executes a port output process for outputting the values of the common output buffers stored in the respective output port buffers to the output ports.
[0306] (Step S400-37) The main CPU 300a performs processing to disable interrupts.
[0307] (Step S400-39) The main CPU 300a uses the unused area of the main RAM 300c to perform processing for calculating a base ratio to be displayed on the performance display monitor 184, and executes a performance display monitor control processing for setting common data for displaying the calculated base ratio on the performance display monitor 184 in a common output buffer. In the performance display monitor control processing, the base ratio is calculated for each predetermined period. Here, the performance display monitor 184 may switch between the base ratio of the current period and the base ratio of the previous period at predetermined time intervals. Also, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation.
[0308] (Step S400-41) The main CPU 300a restores the registers and ends the timer interrupt process.
[0309] FIG. 27 is a flowchart illustrating the setting-related process (S450) according to the simultaneous rotation reference example.
[0310] (Step S450-1) The main CPU 300a judges whether the flag value of the gaming machine status flag is 01H (setting change status). If it is judged to be 01H, the process proceeds to step S450-3, and if it is judged not to be 01H, the process proceeds to step S450-15.
[0311] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a predetermined processing area.
[0312] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s has been pressed (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 182s has been pressed, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s has not been pressed, the process proceeds to step S450-9.
[0313] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.
[0314] (Step S450-9) Main CPU 300a determines whether the setting value of the processing region is in the range of 1 to 6. As a result, if it is determined that the setting value is in the range of 1 to 6, the process proceeds to step S450-13, and if it is determined that the setting value is not in the range of 1 to 6, the process proceeds to step S450-11.
[0315] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.
[0316] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.
[0317] (Step S450-15) The main CPU 300a judges whether the setting change switch 180s is on. If it is judged that the setting change switch 180s is on, the setting-related process is terminated, and if it is judged that the setting change switch 180s is not on, the process proceeds to step S450-17.
[0318] (Step S450-17) The main CPU 300a sets a setting-related end designation command indicating the end of the setting-related process in the transmission buffer.
[0319] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 24. That is, when the setting related process is executed, at the end of the process, the model command, the setting value designation command, the special chart 1 reservation designation command, the special chart 2 reservation designation command, the number of times command, the variable pattern selection state designation command, the special chart phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.
[0320] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related process.
[0321] As described above, according to the simultaneous rotation reference example, when the power is normally turned on with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (FIG. 22). After that, the timer interrupt process is executed, but since the gaming machine status flag is set to 01H (setting change status), all processes related to the progress of the game (steps S400-15 to S400-27 in FIG. 26) are stopped, and setting-related processes are executed.
[0322] The setting-related process is repeatedly executed while the setting change switch 180s is on, and during this setting-related process, pressing the RAM clear button is accepted as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that accepts the setting change operation, the registered setting value stored in the setting value buffer is switched to one of multiple stages of setting values in response to the setting change operation.
[0323] When the setting change switch 180s is switched off while the gaming machine status flag is set to 01H (setting change state), the setting change process ends and the gaming machine status flag is set to 00H (playable state). This allows the process related to the progress of the game to be executed from the next timer interrupt process.
[0324] Here, in the setting-related processing of the simultaneous rotation reference example, after the operation of pressing the RAM clear button, i.e., after the acceptance of the setting change operation of the registered setting value is finished, a setting value designation command corresponding to the registered setting value is transmitted to the sub-control board 330 in the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value designation command is not transmitted to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not transmitted, and when the acceptance of the setting change operation is terminated and a transition is made to a state in which game progress is possible, the risk of the registered setting value being obtained illegally can be reduced by transmitting the setting value designation command.
[0325] In the simultaneous rotation reference example, multiple flag values including at least 01H (setting change state) are switched. When the gaming machine state flag is set to 01H (setting change state), setting-related processing can be executed and the progress of the game is stopped. In this way, since setting-related processing is not executed while the game is in progress, setting value designation commands are not sent while the game is in progress, and the risk of the registered setting values being illegally obtained is reduced.
[0326] Next, among the above timer interrupt processing, the switch management processing in step S500, the special game management processing in step S600, the special electric accessory game management processing in step S700, and the normal game management processing in step S800 will be described in detail.
[0327] FIG. 28 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the simultaneous rotation reference example.
[0328] (Step S500-1) The main CPU 300a judges whether the gate detection switch is ON, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned ON. If it is judged that the gate detection switch is ON, the process proceeds to step S510, and if it is judged that the gate detection switch is not ON, the process proceeds to step S500-7.
[0329] (Step S510) The main CPU 300a executes a gate passing process based on the passage of the gaming ball through the gate 124. The gate passing process will be described in detail later.
[0330] (Step S500-3) The main CPU 300a judges whether the normal operation port detection switch is ON, that is, whether a game ball has entered the normal operation port 125 and the detection signal from the normal operation port detection switch 125s has been turned ON. If it is judged that the normal operation port detection switch is ON, the process proceeds to step S510, and if it is judged that the normal operation port detection switch is not ON, the process proceeds to step S500-5.
[0331] (Step S510) The main CPU 300a executes gate passing processing based on the entry of a game ball into the normal operation port 125.
[0332] (Step S500-5) The main CPU 300a judges whether the first fixed start hole detection switch is ON, that is, whether a game ball has entered the first fixed start hole 120A and a detection signal has been input from the first fixed start hole detection switch 120As. If it is judged that the first fixed start hole detection switch is ON, the process proceeds to step S520, and if it is judged that the first fixed start hole detection switch is not ON, the process proceeds to step S500-7.
[0333] (Step S520) The main CPU 300a executes a first start hole passing process based on the entry of the game ball into the first fixed start hole 120A. The first start hole passing process will be described in detail later.
[0334] (Step S500-7) The main CPU 300a judges whether the first variable start hole detection switch is ON, that is, whether a game ball has entered the first variable start hole 120B and a detection signal has been input from the first variable start hole detection switch 120Bs. If it is judged that the first variable start hole detection switch is ON, the process proceeds to step S520, and if it is judged that the first variable start hole detection switch is not ON, the process proceeds to step S500-11.
[0335] (Step S520) The main CPU 300a executes a first start opening passage process based on the entry of the gaming ball into the first variable start opening 120B. The first start opening passage process will be described in detail later.
[0336] (Step S500-9) The main CPU 300a determines whether the game ball has entered the first variable start opening 120B properly, and if it determines that the game ball has not entered properly, executes a normal electric device winning confirmation process to send a normal electric illegal winning error occurrence command to the sub-control board 330, indicating that the game ball has entered the first variable start opening 120B illegally.
[0337] (Step S500-11) The main CPU 300a judges whether the second start hole detection switch is ON, that is, whether a game ball has entered the second start hole 122 and a detection signal has been input from the second start hole detection switch 122s. If it is determined that the second start hole detection switch is ON, the process proceeds to step S530, and if it is determined that the second start hole detection switch is not ON, the process proceeds to step S500-13.
[0338] (Step S530) The main CPU 300a executes a second start hole passing process based on the entry of the gaming ball into the second start hole 122. The second start hole passing process will be described in detail later.
[0339] (Step S500-13) The main CPU 300a judges whether the time has come when the large prize opening detection switch is detected as being on, that is, whether a game ball has entered the first large prize opening 126 or the second large prize opening 128 and a detection signal has been input from the first large prize opening detection switch 126s or the second large prize opening detection switch 128s. If it is determined that the time has come when the large prize opening detection switch is detected as being on, the process proceeds to step S540, and if it is determined that the time has not come when the large prize opening detection switch is detected as being on, the switch management process is terminated.
[0340] (Step S540) The main CPU 300a judges whether the game ball has entered the first large prize opening 126 or the second large prize opening 128 properly, and if it judges that the game ball has entered properly, executes a large prize opening passage process for transmitting a large prize opening entry command, which indicates that the game ball has entered the first large prize opening 126 or the second large prize opening 128, to the sub-control board 330. The details of this large prize opening passage process will be described later.
[0341] FIG. 29 is a flow chart for explaining the gate passing process (step S510) in the main control board 300 according to the simultaneous rotation reference example.
[0342] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generating unit.
[0343] (Step S510-3) The main CPU 300a judges whether the counter value of the normal pattern reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal pattern reserved ball counter is equal to or greater than 4. As a result, if it is judged that the counter value of the normal pattern reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is judged that the normal pattern reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.
[0344] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0345] (Step S510-7) The main CPU 300a determines which of the four storage units in the general reserve storage area is to be the target storage unit in which to save the acquired winning determination random number.
[0346] (Step S510-9) The main CPU 300a saves the winning determination random number obtained in the above step S510-1 in the target memory calculated in the above step S510-7.
[0347] (Step S510-11) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer, and terminates the gate passing process.
[0348] FIG. 30 is a flow chart illustrating the first starting port passing process (step S520) in the main control board 300 according to the simultaneous rotation reference example.
[0349] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is for identifying whether the reserved type is special 1 reserved or special 2 reserved, and the special symbol identification value (00H) indicates special 1 reserved, and the special symbol identification value (01H) indicates special 2 reserved.
[0350] (Step S520-3) The main CPU 300a sets the address of the special pattern 1 reserved ball count counter.
[0351] (Step S535) The main CPU300a executes the special symbol random number acquisition process and ends the first start port passing process. This special symbol random number acquisition process is executed using a module common to the second start port passing process (step S530). Therefore, the details of the special symbol random number acquisition process will be explained after the explanation of the second start port passing process.
[0352] FIG. 31 is a flowchart illustrating the second start port passing process (step S530) in the main control board 300 according to the simultaneous rotation reference example.
[0353] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0354] (Step S530-3) The main CPU 300a sets the address of the special pattern 2 reserved ball count counter.
[0355] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later, and ends the second start port passing process.
[0356] 32 is a flowchart explaining the special symbol random number acquisition process (step S535) in the main control board 300 according to the simultaneous rotation reference example. This special symbol random number acquisition process is executed by using a common module in the first start port passing process (step S520) and the second start port passing process (step S530) described above.
[0357] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0358] (Step S535-3) The main CPU 300a loads the number of reserved balls for the target special symbol. Here, if the special symbol identification value loaded in the above step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in the above step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved number, is loaded.
[0359] (Step S535-5) The main CPU 300a loads the jackpot determining random number updated by the hardware random number generating unit.
[0360] (Step S535-7) The main CPU 300a judges whether the number of reserved balls of the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is judged to be equal to or greater than the upper limit, the main CPU 300a ends the special symbol random number acquisition process. If it is judged not to be equal to or greater than the upper limit, the process proceeds to step S535-9.
[0361] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol reserved ball count counter to a value obtained by adding "1" to the current counter value.
[0362] (Step S535-11) The main CPU 300a calculates a target memory section among the memory sections of the special chart reservation memory area as a target for saving the acquired jackpot determination random number.
[0363] (Step S535-13) The main CPU 300a obtains the jackpot determination random number loaded in step S535-5, the winning symbol random number updated in step S400-19, and the variation pattern random number updated in step S100-69, and stores them in the target memory unit calculated in step S535-11.
[0364] (Step S535-15) The main CPU 300a loads the counter values of the special pattern 1 reserved ball number counter and the special pattern 2 reserved ball number counter.
[0365] (Step S535-17) The main CPU 300a sets the special reserved command in the transmission buffer based on the counter value loaded in step S535-15. Here, the special reserved command is set based on the counter value (special reserved number of special 1) of the special reserved ball number counter, and the special reserved command is set based on the counter value (special reserved number of special 2) of the special reserved ball number counter. As a result, the special reserved number of special 1 and the special reserved number of special 2 are transmitted to the sub-control board 330 every time the special reserved number of special 1 or special reserved number of special 2 is stored.
[0366] (Step S536) The main CPU 300a performs the acquisition time performance determination process and ends the special symbol random number acquisition process. In this acquisition time performance determination process, the result of the big role lottery and the variable pattern number are provisionally determined, and a pre-reading designation command according to the provisional determination result is transmitted to the sub-control board 330. This acquisition time performance determination process will be described with reference to FIG.
[0367] FIG. 33 is a flowchart illustrating the performance determination process (step S536) at the time of acquisition in main control board 300 according to the simultaneous rotation reference example.
[0368] (Step S536-1) The main CPU300a selects a corresponding jackpot determination random number judgment table based on the currently set value. Specifically, the main CPU300a selects a corresponding jackpot determination random number judgment table based on the current game state and the currently set value. Then, the main CPU300a performs a provisional special symbol win judgment process to provisionally judge whether the jackpot is a jackpot, a small win, or a miss, based on the selected table and the jackpot determination random number stored in the target memory unit in step S535-13.
[0369] (Step S536-3) The main CPU300a executes a special symbol provisional determination process for provisionally determining a special symbol. Here, if the result of the provisional big role lottery in the above step S536-1 (the result derived by the special symbol provisional win determination process) is a big win or a small win, the winning symbol random number, the winning type (whether it is a big win or a small win), and the reserved type stored in the target memory in the above step S535-13 are loaded, the corresponding winning symbol random number determination table is selected to extract special symbol determination data, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. Also, if the result of the provisional big role lottery in the above step S536-1 is a loss, a predetermined special symbol determination data for a loss (type of loss symbol) is saved.
[0370] (Step S536-5) The main CPU 300a sets in the transmission buffer a look-ahead symbol type designation command (look-ahead designation command) corresponding to the special symbol determination data saved in step S536-3.
[0371] (Step S536-7) The main CPU 300a judges whether the result derived by the special symbol winning provisional judgment process in the above step S536-1 is a big win or a small win. If it is judged to be a big win or a small win, the process proceeds to step S536-9, and if it is judged not to be a big win or a small win (miss), the process proceeds to step S536-11.
[0372] (Step S536-9) The main CPU 300a sets the big win reach mode determination random number judgment table (see Figs. 10(b) and (c)) or the small win reach mode determination random number judgment table (see Figs. 10(d) and (e)), and moves the process to step S536-19.
[0373] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13 above.
[0374] (Step S536-13) The main CPU 300a judges whether the reach group determination random number loaded in the above step S536-11 is a fixed value (9000 or more). Here, the group type is determined by referring to the reach group determination random number judgment table, and this reach group determination random number judgment table is selected according to the number of reserved items stored. At this time, the reach group determination random number is acquired from a range of 0 to 10006, and if the value of the reach group determination random number is 9000 or more, the same reach group determination random number judgment table is selected regardless of the number of reserved items, and if the value of the reach group determination random number is less than 9000, a different reach group determination random number judgment table is selected depending on the number of reserved items. Hereinafter, the value of the reach group determination random number in the range of 0 to 8999, where a different reach group determination random number judgment table is selected depending on the number of reserved items, is referred to as an indefinite value, and the value in the range of 9000 to 10006, where the same reach group determination random number judgment table is selected regardless of the number of reserved items, is referred to as a fixed value. If it is determined that the reach group determination random number loaded in step S536-11 above is a fixed value (9000 or more), processing is transferred to step S536-15, and if it is determined that the reach group determination random number loaded in step S536-11 above is not a fixed value (9000 or more), processing is transferred to step S536-27.
[0375] (Step S536-15) The main CPU300a sets a reach group determination random number judgment table (see FIG. 9). Note that there are multiple types of reach group determination random number judgment tables provided according to the reserved number, but here, a table used when the reserved number is 0 is selected. Then, a reach group (group type) is provisionally determined 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.
[0376] (Step S536-17) The main CPU 300a sets the loss-time reach mode determination random number judgment table (see FIG. 10(a)) corresponding to the group type provisionally determined in step S536-15, and moves the process to step S536-19.
[0377] (Step S536-19) The main CPU 300a provisionally determines a variation mode number based on the reach mode determination random number judgment table set in the above step S536-9 or the above step S536-17 and the reach mode determination random number stored in the target memory unit in the above step S535-13. In addition, here, a variation pattern random number judgment table is provisionally determined together with the variation mode number.
[0378] (Step S536-21) The main CPU 300a sets in the transmission buffer a read-ahead designation variation mode command (read-ahead designation command) corresponding to the variation mode number provisionally determined in step S536-19 above.
[0379] (Step S536-23) The main CPU 300a provisionally determines a variation pattern number based on the variation pattern random number determination table provisionally determined in the above step S536-19 and the variation pattern random number stored in the target storage unit in the above step S535-13.
[0380] (Step S536-25) The main CPU 300a sets in the transmission buffer a look-ahead designated variable pattern command (look-ahead designation command) corresponding to the variable pattern number provisionally determined in step S536-23 above, and terminates the acquisition time performance determination process.
[0381] (Step S536-27) The main CPU300a sets in the transmission buffer an indefinite value command (pre-read specified variable mode command and pre-read specified variable pattern command = 7FH) indicating that the group type, i.e., the variable presentation pattern, will change depending on the number of holds when the holds are read out for the holds newly stored in the target memory unit, and terminates the presentation determination process at the time of acquisition.
[0382] FIG. 34 is a flow chart for explaining the special prize opening passage process (step S540) in the main control board 300 according to the simultaneous rotation reference example.
[0383] (Step S540-1) When the main CPU 300a determines in step S500-13 that the big prize opening detection switch is ON, it loads a special electric accessory game management phase, which will be described later in detail. The special electric accessory game management phase, which will be described later in detail, indicates the stage of the execution process of the big prize game or the small prize game, that is, the progress of the big prize game or the small prize game, and is updated according to the stage of the execution process of the big prize game or the small prize game.
[0384] (Step S540-3) The main CPU 300a judges whether the special electric role game management phase loaded in the above step S540-1 indicates a stage of execution processing of the large prize opening pre-processing or later. The special electric role game management phase has nine stages from 00H to 08H, of which 01H to 08H correspond to the stage of execution processing of the large prize opening pre-processing or later. Since the large prize game or the small prize game is executed when the special electric role game management phase is 01H to 08H, here, it is judged whether the large prize game or the small prize game is currently being played. If it is judged that the special electric role game management phase indicates a stage of execution processing of the large prize opening pre-processing or later, the process is transferred to step S540-5, and if it is judged that the special electric role game management phase does not indicate a stage of execution processing of the large prize opening pre-processing or later, the process is transferred to step S540-7.
[0385] (Step S540-5) The main CPU 300a sets in the transmission buffer a large prize opening ball entry command indicating that the game ball has properly entered the first large prize opening 126 or the second large prize opening 128, and ends the large prize opening passage process.
[0386] (Step S540-7) The main CPU 300a determines that the entry of the gaming ball into the first large prize opening 126 or the second large prize opening 128 is inappropriate, executes a predetermined error process, and ends the large prize opening passage process.
[0387] 35 is a diagram for explaining the special game management phase in the simultaneous spin reference example. As already explained, in the simultaneous spin reference example, the special game triggered by the entry of a game ball into the first start hole 120 or the second start hole 122 and the normal game triggered by the passage of a game ball into the gate 124 or the entry of a game ball into the normal operation hole 125 proceed simultaneously in parallel. The processing related to the special game is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such special games by the special game management phase and the special electric accessory game management phase.
[0388] As shown in Fig. 35, the main ROM 300b stores a plurality of special game control modules for controlling the execution of the variable display of special symbols in the special game, and each of these special game control modules is associated with a special game management phase. Specifically, when the special game management phase is "00H", a module for executing "special symbol variation waiting process" is called, when the special game management phase is "01H", a module for executing "special symbol variation process" is called, and when the special game management phase is "02H", a module for executing "special symbol stop symbol display process" is called.
[0389] In addition, the main ROM 300b stores a plurality of special electric role game control modules for controlling the execution of the big role game and the small role game among the special games, and each of these special electric role game control modules is associated with a special electric role game management phase. Specifically, when the special electric role game management phase is "01H" or "05H", a module for executing "large prize opening pre-processing" is called, when the special electric role game management phase is "02H" or "06H", a module for executing "large prize opening control processing" is called, when the special electric role game management phase is "03H" or "07H", a module for executing "large prize opening closing valid processing" is called, and when the special electric role game management phase is "04H" or "08H", a module for executing "large prize opening end wait processing" is called. In addition, when the special electric role play management phase is "00H", none of the special electric role play control modules are called.
[0390] FIG. 36 is a flow chart for explaining the special game management process (step S600) in the main control board 300 according to the simultaneous rotation reference example.
[0391] (Step S600-1) The main CPU 300a loads the special electric role play management phase.
[0392] (Step S600-3) The main CPU 300a judges whether the special electric role game management phase loaded in the above step S600-1 is other than "00H". That is, here, it is judged whether the big role game or the small role game is currently being played. If it is judged that the special electric role game management phase is other than "00H", the special game management process is terminated, and if it is judged that the special electric role game management phase is not other than "00H", the process proceeds to step S600-5.
[0393] (Step S600-5) The main CPU 300a loads a special game special symbol determination flag. The special game special symbol determination flag is for determining whether the reserved type to be the target of the special game management process is special 1 reserved or special 2 reserved, and the special game special symbol determination flag (00H) indicates special 1 reserved, and the special game special symbol determination flag (01H) indicates special 2 reserved.
[0394] (Step S600-7) The main CPU300a inverts the special game special symbol determination flag loaded in the above step S600-5. Here, if the special game special symbol determination flag is "00H", it is inverted to "01H", and if the special game special symbol determination flag is "01H", it is inverted to "00H". Since the initial value of the special game special symbol determination flag is set to "00H", in the first special game management process S600 of the two special game management processes S600 shown in FIG. 26, the special game special symbol determination flag is set to "01H" and the subsequent process is executed for the special 2 reservation, and in the second special game management process S600, the special game special symbol determination flag is set to "00H" and the subsequent process is executed for the special 1 reservation. In other words, the special 2 reservation is processed preferentially.
[0395] (Step S600-9) The main CPU 300a saves the special game special symbol determination flag that was inverted in step S600-7.
[0396] (Step S600-11) The main CPU 300a loads the special game management phase.
[0397] (Step S600-13) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in the above step S600-11.
[0398] (Step S600-15) The main CPU 300a calls the special game control module selected in step S600-13 and starts processing.
[0399] (Step S600-17) The main CPU 300a loads a special game timer that manages the control time of the special game, and ends the special game management process.
[0400] 37 is a flowchart for explaining the special symbol change waiting process in the main control board 300 according to the simultaneous spin reference example. This special symbol change waiting process is executed when the special game management phase is "00H".
[0401] (Step S610-1) The main CPU300a judges whether the number of reserved balls with special symbols of the reserved balls (special 1 reserved or special 2 reserved, hereinafter referred to as the target reserved balls) that are the subject of the special game management process is 1 or more. If it is judged that the number of reserved balls with special symbols is 1 or more, the process proceeds to step S610-3, and if it is judged that the number of reserved balls with special symbols is not 1 or more, the process of waiting for the change of the special symbols is terminated.
[0402] (Step S610-3) The main CPU300a judges whether a special symbol (hereinafter referred to as a non-target special symbol) based on a reserve that is not the target of the special game management process (special 2 reserve or special 1 reserve, hereinafter referred to as a non-target reserve) is being determined. If it is determined that a non-target special symbol is being determined, the process proceeds to step S610-5, and if it is determined that a special symbol based on a non-target special symbol is not being determined, the process proceeds to step S610-9.
[0403] (Step S610-5) The main CPU 300a judges whether the non-target special symbol is a big win symbol. If it is judged to be a big win symbol, the main CPU 300a ends the special symbol variation waiting process, and if it is judged not to be a big win symbol, the process proceeds to step S610-7.
[0404] (Step S610-7) The main CPU 300a judges whether the non-target special symbol is a small win symbol. If it is judged to be a small win symbol, the main CPU 300a ends the special symbol variation waiting process, and if it is judged not to be a small win symbol, the process proceeds to step S610-9.
[0405] (Step S610-9) The main CPU300a transfers the target reservation stored in the first to fourth storage sections of the special symbol reservation storage area corresponding to the target reservation in a block to the storage section with the next smaller ordinal number. Specifically, the target reservation stored in the second to fourth storage sections is transferred to the first to third storage sections. In addition, the main RAM300c is provided with a 0th storage section to be processed, and the target reservation stored in the 1st storage section is block transferred to the 0th storage section. In addition, in this special symbol storage area shift process, the counter value of the target special symbol reservation ball number counter corresponding to the target reservation is subtracted by "1", and a reservation subtraction designation command indicating that the target reservation has been subtracted by "1" is set in the transmission buffer.
[0406] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a lottery for a big role. This special symbol winning determination process will be described later.
[0407] (Step S610-11) The main CPU300a executes a special symbol determination process for determining a special symbol. Here, if the result of the big role lottery in the above step S611 is a big win or a small win, the winning symbol random number and reservation type transferred to the 0th storage unit are loaded, the corresponding winning symbol random number determination table or small win symbol random number determination table is selected to extract special symbol determination data, and the extracted special symbol determination data (type of big win symbol) is saved. Also, if the result of the big role lottery in the above step S611 is a loss, the special symbol determination data for loss is saved. Then, after the special symbol determination data is saved, a symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.
[0408] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in the above step S610-11. 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 finally be lit.
[0409] (Step S612) The main CPU 300a executes a special symbol variable number determination process for determining a variable mode number and a variable pattern number. The details of this special symbol variable number determination process will be described later.
[0410] (Step S610-15) The main CPU300a loads the fluctuation mode number and the fluctuation pattern number determined in the above step S612, and determines the fluctuation time 1 and the fluctuation time 2 by referring to the fluctuation time determination table. Then, the total time of the determined fluctuation times 1 and 2 is set in the special symbol fluctuation timer.
[0411] (Step S610-17) The main CPU300a judges whether the result of the big prize lottery is a big prize or not, and if it is a big prize, loads the special symbol judgment data saved in the above step S610-11 and checks the type of the big prize symbol. Then, referring to the game state setting table and the current game state, judges the game state, high probability number, and time reduction number to be set after the big prize game ends, and saves the judgment results in the special symbol probability state reserve flag, time reduction state reserve flag, high probability number cut reserve counter, and time reduction number cut reserve counter. Note that if a losing symbol is saved, the process is not executed and the process proceeds to the next process.
[0412] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display counter in order to start the variable display of the special symbol in the first special symbol display 160 or the second special symbol display 162. A counter value is associated with each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162, 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 at the start of the variable display of the special symbol is set in the special symbol display counter. In addition, the special symbol display counter is provided separately as a special symbol 1 display counter corresponding to the first special symbol display 160 and a special symbol 2 display counter corresponding to the second special symbol display 162, and here, a counter value is set in the counter corresponding to the reservation type.
[0413] (Step S613) The main CPU 300a executes a number-of-plays management process. Here, a process for ending the time-shortened gaming state according to the number of times of fluctuation is performed. This number-of-plays management process will be described later.
[0414] (Step S610-21) The main CPU 300a sets a number command indicating the number of times remaining (actual remaining number of times) until the high probability number of times and the time reduction number of times reach 0 in the transmission buffer.
[0415] (Step S610-23) The main CPU 300a sets in the transmission buffer a game state change designation command indicating the game state at the start of the variable display of the special symbols.
[0416] (Step S610-25) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.
[0417] FIG. 38 is a flowchart for explaining the special symbol winning determination process (S611) in the simultaneous spin reference example.
[0418] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0419] (Step S611-3) The main CPU 300a loads the registered setting values in the setting value buffer.
[0420] (Step S611-5) The main CPU 300a judges whether the registered setting value loaded in step S611-3 is within the normal range. If it is judged to be within the normal range, the process proceeds to step S611-11. If it is judged to be not within the normal range, the process proceeds to step S611-7.
[0421] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal status).
[0422] (Step S611-9) The main CPU 300a sets the setting abnormal state command (sub-command) in the transmission buffer and ends the special symbol winning determination process. When this setting abnormal state command is transmitted to the sub-control board 330, a notification that a setting abnormality has occurred is issued.
[0423] (Step S611-11) The main CPU 300a refers to the big win determination random number judgment table corresponding to the information loaded in the above steps S611-1 and S611-3, and sets the lower limit and upper limit for determining whether a big win or a small win has occurred.
[0424] (Step S611-13) The main CPU 300a compares the big win determination random number transferred to the 0th memory unit with the above-mentioned lower limit value and upper limit value, and performs a determination process (big win lottery) to determine whether or not a big win or a small win has been won.
[0425] (Step S611-15) The main CPU 300a judges whether the non-target special symbol is a big win symbol. If it is judged to be a big win symbol, the process proceeds to step S611-17. If it is judged not to be a big win symbol, the process proceeds to step S611-21.
[0426] (Step S611-17) The main CPU 300a judges whether the result of the big role lottery in the above step S611-13 is a small win or a miss. If it is judged to be a small win or a miss, the process proceeds to step S611-21, and if it is not a small win or a miss, the process proceeds to step S611-19.
[0427] (Step S611-19) The main CPU 300a changes the result of the big role lottery in the above step S611-13 to a loss.
[0428] (Step S611-21) The main CPU 300a sets the result of the determination process in the above step S611-13 or the result changed in the above step S611-19 as determination information, and ends the special symbol winning determination process.
[0429] FIG. 39 is a flowchart illustrating the special symbol variable number determination process (step S612) in the main control board 300 according to the simultaneous rotation reference example.
[0430] (Step S612-1) The main CPU 300a judges whether the result of the big prize lottery in the above step S611 is a big win or a small win. If it is judged to be a big win or a small win, the process proceeds to step S612-3, and if it is judged to be neither a big win nor a small win (a miss), the process proceeds to step S612-5.
[0431] (Step S612-3) The main CPU 300a sets a reach mode determination random number judgment table corresponding to the current game state and the reserved type.
[0432] (Step S612-5) When the hold type of the read hold is special 2 hold, the main CPU 300a checks the counter value of the special pattern 2 hold ball count counter, and when the hold type of the read hold is special 1 hold, the main CPU 300a checks the counter value of the special pattern 1 hold ball count counter.
[0433] (Step S612-7) The main CPU300a sets the corresponding reach group determination random number judgment table based on the current game state, the reserved number and reserved type confirmed in the above step S612-5. Then, based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th storage unit in the above step S610-9, the reach group (group type) is determined.
[0434] (Step S612-9) The main CPU 300a sets a loss-time reach mode determination random number judgment table corresponding to the group type determined in step S612-7.
[0435] (Step S612-11) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-3 or step S612-9 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-9. Here, a variation pattern random number judgment table is also determined together with the variation mode number.
[0436] (Step S612-13) The main CPU 300a sets in the transmission buffer the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-11 above.
[0437] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-11 above and the variation pattern random number transferred to the 0th storage unit in step S610-9 above.
[0438] (Step S612-17) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-15 in the transmission buffer, and ends the special pattern variation number determination process.
[0439] FIG. 40 is a flowchart for explaining the number of cutoff management process (step S613) in the main control board 300 according to the simultaneous rotation reference example.
[0440] (Step S613-1) The main CPU300a judges whether the time-saving count, i.e., the counter value of the time-saving count cut-off counter, is greater than 0. As a result, if it is judged that the time-saving count is greater than 0, the process proceeds to step S613-3, and if it is judged that the time-saving count is 0, the process ends.
[0441] (Step S613-3) The main CPU 300a decrements the time-saving cut-off counter.
[0442] (Step S613-5) In the above step S613-3, the main CPU 300a judges whether the counter value (time-saving count) has been updated to 0. As a result, if it is judged that the time-saving count is 0, the process proceeds to step S613-7, and if it is judged that the time-saving count is not 0, the main CPU 300a ends the time-saving count management process.
[0443] (Step S613-7) The main CPU 300a sets the time-saving state flag to set the normal game state to a non-time-saving game state. As a result, after the normal game state is set to the time-saving game state, the normal game state is changed to the non-time-saving game state at the start of the change when the change count reaches the time-saving count (here, 50 or 100 times). For example, if it is set to the high probability premonition state, it is set to the most advantageous state.
[0444] (Step S613-9) The main CPU 300a turns on the time-saving end flag and ends the number-of-times-cut management process.
[0445] FIG. 41 is a flowchart explaining the processing during special pattern variation in the main control board 300 in the simultaneous rotation reference example.
[0446] (Step S620-1) The main CPU 300a judges whether the interruption flag is on. In addition, although details will be described later, in the simultaneous rotation reference example, the small winning pattern may be displayed in a stopped state on the second special pattern display 162 during the variable display of the pattern on the first special pattern display 160. In this case, when the small winning pattern is displayed in a stopped state on the second special pattern display 162, the small winning game is executed, during which the subtraction of the variable time of the special pattern on the first special pattern display 160 is suspended, and after the small winning game ends, the variable display of the pattern on the first special pattern display 160 is resumed. The interruption flag is turned on if the variable display of the pattern is being performed on the first special pattern display 160 when the small winning pattern is displayed in a stopped state on the second special pattern display 162. Here, if it is determined that the interruption flag is on, the special pattern variable process is terminated, and if it is determined that the interruption flag is not on, the process is moved to step S620-3.
[0447] (Step S620-3) The main CPU 300a executes a process to update the special symbol variation base counter. The special symbol variation base counter is set to a counter value that completes one revolution in a predetermined cycle (e.g., 100 ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (e.g., 25) is set, and if the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0448] (Step S620-5) The main CPU 300a judges whether the counter value of the special symbol variation base counter updated in the above step S620-3 is "0". If the counter value is "0", the process proceeds to step S620-7, and if the counter value is not "0", the process proceeds to step S620-11.
[0449] (Step S620-7) The main CPU 300a performs a special symbol fluctuation timer update process for subtracting a predetermined value from the timer value of the special symbol fluctuation timer set in the above step S610-15.
[0450] (Step S620-9) The main CPU 300a judges whether the timer value of the special symbol fluctuation timer updated in the above step S620-7 is "0". If the timer value is "0", the process proceeds to step S620-17, and if the timer value is not "0", the process proceeds to step S620-11.
[0451] (Step S620-11) The main CPU 300a updates the special symbol display timer that measures the lighting time of each of the 7-segment segments that make up the first special symbol display device 160 and the second special symbol display device 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 more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0452] (Step S620-13) The main CPU 300a judges whether the timer value of the special symbol display timer is "0". If it is judged that the timer value of the special symbol display timer is "0", the process proceeds to step S620-15, and if it is judged that the timer value of the special symbol display timer is not "0", the process during the special symbol variation is terminated.
[0453] (Step S620-15) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated, and ends the special symbol variation process. As a result, each segment constituting the 7-segment display is sequentially lit at predetermined time intervals.
[0454] (Step S620-17) The main CPU 300a judges whether the non-target special symbols are being displayed variably. If it is judged that the non-target special symbols are being displayed variably, the process proceeds to step S621. If it is judged that the non-target special symbols are not being displayed variably, the process proceeds to step S620-19.
[0455] (Step S621) The main CPU 300a executes the symbol forcible stop process, which will be described later with reference to FIG.
[0456] (Step S620-19) The main CPU 300a updates the special game management phase to "02H".
[0457] (Step S620-21) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 in the target special symbol display symbol counter. As a result, the determined special symbol is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162.
[0458] (Step S620-23) The main CPU 300a sets a special symbol stop designation command, which indicates that a special symbol has been stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, in the transmission buffer.
[0459] (Step S620-25) The main CPU 300a sets a special symbol variation stop time, which is the time for stopping and displaying the special symbol, in a special game timer, and ends the special symbol variation process.
[0460] FIG. 42 is a flowchart for explaining the symbol forced stop processing (step S621) in the main control board 300 according to the simultaneous rotation reference example.
[0461] (Step S621-1) The main CPU 300a judges whether the special symbol currently being displayed is a small win symbol. If it is judged to be a small win symbol, the process proceeds to step S621-3. If it is judged not to be a small win symbol, the process proceeds to step S621-11.
[0462] (Step S621-3) The main CPU 300a judges whether the special game special symbol determination flag is 00H, that is, whether the small winning symbol is stopped and displayed on the first special symbol display 160. If it is judged that the special game special symbol determination flag is 00H, the process proceeds to step S621-11, and if it is judged that the special game special symbol determination flag is not 00H, the process proceeds to step S621-5.
[0463] (Step S621-5) The main CPU 300a judges whether the special symbol being variably displayed (the other) is a big win symbol. If it is judged to be a big win symbol, the process proceeds to step S621-11. If it is judged not to be a big win symbol, the process proceeds to step S621-7.
[0464] (Step S621-7) The main CPU 300a turns on the interruption flag.
[0465] (Step S621-9) The main CPU 300a executes a variation interruption process to interrupt the variable display of the special symbols, and ends the symbol forced stop process. Here, the main CPU 300a executes a process to temporarily save the remaining time of the variation time and information related to the special symbols in a predetermined storage area.
[0466] (Step S621-11) The main CPU 300a forcibly stops the losing pattern on the first special pattern display 160 or the second special pattern display 162 in which the pattern is being displayed in a changing manner, and performs processing to turn on a special stop flag for the changing time in order to forcibly end the remaining changing time, and then ends the forced stop processing of the pattern.
[0467] By the above process, when a small win symbol is displayed in a stopped state on the first special symbol display 160, a losing symbol is forcibly displayed in a stopped state on the second special symbol display 162. Also, when a small win symbol is displayed in a stopped state on the second special symbol display 162, if a big win symbol is displayed in a variable state in which it is finally stopped on the first special symbol display 160, a losing symbol is forcibly displayed in a stopped state on the first special symbol display 160. On the other hand, when a small win symbol is displayed in a stopped state on the second special symbol display 162, if a small win symbol or a losing symbol is displayed in a variable state in which it is finally stopped on the first special symbol display 160, the variable display on the first special symbol display 160 is temporarily interrupted.
[0468] FIG. 43 is a flowchart for explaining the special symbol stop symbol display processing in the main control board 300 according to the simultaneous rotation reference example.
[0469] (Step S630-1) The main CPU 300a judges whether the timer value of the special game timer set in the above step S620-25 is "0". As a result, if it is judged that the timer value of the special game timer is not "0", the main CPU 300a ends the special symbol stop symbol display process, and if it is judged that the timer value of the special game timer is "0", the process proceeds to step S630-3.
[0470] (Step S630-3) The main CPU300a judges whether the variable time special stop flag is on. As a result, if it is judged that the variable time special stop flag is on, the process proceeds to step S630-5, and if it is judged that the variable time special stop flag is not on, the process of displaying the special symbol stop symbol is terminated.
[0471] (Step S630-5) The main CPU 300a checks the result of the big role lottery.
[0472] (Step S630-7) The main CPU 300a judges whether the result of the big role lottery is a loss. If it is judged to be a loss, the process proceeds to step S630-27, and if it is judged not to be a loss, the process proceeds to step S630-9.
[0473] (Step S630-9) The main CPU 300a performs a game state update process to update the game state. Here, if the special symbol currently being stopped is a big win symbol, the game state is set to the initial state, and if the special symbol currently being stopped is a small win symbol, the game state is directly moved to the next process.
[0474] (Step S630-11) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol. Note that the main CPU 300a turns off the variable time special stop flag if it is on.
[0475] (Step S630-13) The main CPU 300a performs a process for setting the maximum number of times that the special electric role is operated. Specifically, the data set in the above step S630-11 is referenced, and a predetermined number (counter value corresponding to the type of special symbol=number of rounds) is set as a counter value in the maximum number of times that the special electric role is operated counter. The maximum number of times that the special electric role is operated counter indicates the number of rounds that can be executed in the big role game that is about to start. Meanwhile, the main RAM 300c is provided with a counter for the number of consecutive times that the special electric role is operated, and the current number of rounds is managed by adding "1" to the counter value of the counter for the number of consecutive times that the special electric role is operated at the start of each round game. Here, a process for resetting (updating to "0") the counter value of the counter for the number of consecutive times that the special electric role is operated is also executed with the start of the big role game.
[0476] (Step S630-15) The main CPU 300a refers to the data set in step S630-11, and saves a predetermined opening time as a timer value in the special electric role play timer.
[0477] (Step S630-17) The main CPU 300a sets an opening designation command for transmitting the start of the big win game to the sub-control board 330 in the transmission buffer.
[0478] (Step S630-19) The main CPU 300a updates the special electric role game management phase to "01H" when starting a big win game, and updates the special electric role game management phase to "05H" when starting a small win game.
[0479] (Step S630-21) The main CPU 300a updates the special game management phase to "00H".
[0480] (Step S630-23) The main CPU 300a judges whether the special electric role game management phase updated in the above step S630-19 is "01H", that is, whether it is a big win. If it is judged that the special electric role game management phase is "01H", the process proceeds to step S630-25, and if it is judged that the special electric role game management phase is not "01H", the process proceeds to step S630-27.
[0481] (Step S630-25) The main CPU 300a performs a jackpot signal output start process for outputting a jackpot signal from the game information output terminal board 312, and ends the special symbol stop symbol display process. This process causes a jackpot signal to be output with the start of the big win game (opening). Note that although a plurality of signals are provided to be output from the game information output terminal board 312, only a predetermined jackpot signal will be described here.
[0482] (Step S630-27) The main CPU 300a sets in the transmission buffer a game state confirmation command at the time of special symbol determination, which indicates the game state at the time when the special symbol is determined.
[0483] (Step S630-29) The main CPU300a judges whether the time-saving end flag is on. As described above, the time-saving end flag is turned on in step S613-9 of FIG. 40 at the start of the fluctuation when changing from the time-saving game state to the non-time-saving game state. That is, the time-saving end flag is turned on here when the normal game state is changed from the time-saving game state to the non-time-saving game state due to the time-saving exit at the start of the 50th or 100th fluctuation in the high probability premonition state. That is, here, the time-saving end flag is judged to be on only when the fluctuation at the time of the time-saving exit ends. If it is judged that the time-saving end flag is on, the process is moved to step S630-31, and if it is judged that the time-saving end flag is not on, the process is moved to step S630-35.
[0484] (Step S630-31) The main CPU 300a performs a jackpot signal output stop process to stop the jackpot signal output from the game information output terminal board 312. That is, the jackpot signal is output during a big win game or a time-saving game state.
[0485] (Step S630-33) The main CPU 300a turns off the time-saving end flag.
[0486] (Step S630-35) The main CPU 300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process.
[0487] FIG. 44 is a flowchart for explaining the special electric accessory game management process (step S700) in the main control board 300 according to the simultaneous rotation reference example.
[0488] (Step S700-1) The main CPU 300a loads the special electric role play management phase.
[0489] (Step S700-3) The main CPU 300a judges whether the special electric role game management phase loaded in the above step S700-1 is "00H". That is, here, it is judged whether the big role game or the small role game is currently being played. If it is judged that the special electric role game management phase is "00H", the special electric role game management process is terminated, and if it is judged that the special electric role game management phase is not "00H", the process is transferred to step S700-5.
[0490] (Step S700-5) The main CPU 300a selects the special electric accessory game control module corresponding to the special electric accessory game management phase loaded in the above step S700-1.
[0491] (Step S700-7) The main CPU 300a calls the special electric accessory game control module selected in the above step S700-5 and starts processing.
[0492] (Step S700-9) The main CPU 300a loads a special electric accessory game timer that manages the control time of the special electric accessory game, and ends the special electric accessory game management process.
[0493] 45 is a flowchart explaining the process before the opening of the big prize opening in the main control board 300 according to the simultaneous spinning reference example. This process before the opening of the big prize opening is executed when the special electric role game control phase is "01H" or "05H".
[0494] (Step S710-1) The main CPU 300a judges whether the timer value of the special electric feature game timer set in the above step S630-15 is not "0". If it is judged that the timer value of the special electric feature game timer is not "0", the main CPU 300a ends the pre-opening process of the special electric feature game timer, and if it is judged that the timer value of the special electric feature game timer is "0", the process proceeds to step S710-3.
[0495] (Step S710-3) The main CPU 300a updates the counter value of the special electric role continuous operation number counter to a value obtained by adding "1" to the current counter value.
[0496] (Step S710-5) The main CPU 300a sets in the transmission buffer a special prize opening designation command for transmitting the start of opening of the special prize opening (start of a round game) to the sub-control board 330.
[0497] (Step S711) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.
[0498] (Step S710-7) The main CPU 300a updates the special electric role play management phase to a value obtained by adding 01H to the current value ("02H" or "06H"), and ends the pre-opening process for the large prize opening.
[0499] FIG. 46 is a flow chart for explaining the special prize opening opening / closing switching process (S711) in the main control board 300 relating to the simultaneous rotation reference example.
[0500] (Step S711-1) The main CPU300a judges whether the counter value of the special electric accessory opening / closing switching counter is the upper limit of the special electric accessory opening / closing switching count (the number of times the special prize opening is opened / closed during one round of play). If it is judged that the counter value is the upper limit, the main CPU300a ends the special prize opening opening / closing switching process, and if it is judged that the counter value is not the upper limit, the process proceeds to step S711-3.
[0501] (Step S711-3) The main CPU 300a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the energization of the first large prize opening solenoid 126c and the second large prize opening solenoid 128c, and timer data which is the energization time or de-energization time, based on the counter value of the special electric device opening / closing switching count counter.
[0502] (Step S711-5) The main CPU 300a executes a large prize opening solenoid energization control process to start or stop energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c based on the solenoid control data extracted in the above step S711-3. By executing this large prize opening solenoid energization control process, the start or stop of energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is controlled in the above steps S400-33 and S400-35.
[0503] (Step S711-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S711-3 in the special electric accessory game timer. The timer value saved in the special electric accessory game timer here is the maximum opening time of the big prize opening once.
[0504] (Step S711-9) The main CPU 300a judges whether the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, that is, whether the control process to start energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c has been performed in the above step S711-5. If it is judged to be in the energization start state, the process proceeds to step S711-11, and if it is judged not to be in the energization start state, the large prize opening opening open / close switching process is terminated.
[0505] (Step S711-11) The main CPU 300a updates the counter value of the special electric role opening / closing switching count counter to a value obtained by adding "1" to the current counter value, and ends the large prize opening opening / closing switching process.
[0506] 47 is a flowchart explaining the big prize opening control process in the main control board 300 according to the simultaneous spin reference example. This big prize opening control process is executed when the special electric role game play management phase is "02H" or "06H".
[0507] (Step S720-1) The main CPU 300a judges whether the timer value of the special electric feature game timer saved in the above step S711-7 is "0". As a result, if it is judged that the timer value of the special electric feature game timer is not "0", the process proceeds to step S720-5, and if it is judged that the timer value of the special electric feature game timer is "0", the process proceeds to step S720-3.
[0508] (Step S720-3) The main CPU 300a judges whether the counter value of the special electric role opening / closing switching counter is the upper limit value of the special electric role opening / closing switching count. If it is judged that the counter value is the upper limit value, the process proceeds to step S720-7, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S711.
[0509] (Step S711) In the above step S720-3, when it is determined that the counter value of the special electric role opening / closing switching number counter is not the upper limit value of the special electric role opening / closing switching number, the main CPU 300a executes the process of the above step S711.
[0510] (Step S720-5) The main CPU 300a judges whether the counter value of the special prize opening winning ball counter updated in the above step S500-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls in one round have entered the special prize opening. If it is determined that the specified number has not been reached, the main CPU 300a ends the special prize opening opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S720-7.
[0511] (Step S720-7) The main CPU 300a executes a large prize opening closing process required to close the large prize opening by stopping the energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c. As a result, the large prize opening is closed.
[0512] (Step S720-9) The main CPU 300a saves the effective time (interval time) for closing the big winning port in the special electric accessory game timer.
[0513] (Step S720-11) The main CPU 300a updates the special electric role play management phase to a value obtained by adding 01H to the current value ("03H" or "07H").
[0514] (Step S720-13) The main CPU 300a sets a special prize opening closure designation command, which indicates that the special prize opening has been closed, in the transmission buffer, and ends the special prize opening opening control process.
[0515] 48 is a flowchart explaining the big prize opening closing validity process in the main control board 300 according to the simultaneous spinning reference example. This big prize opening closing validity process is executed when the special electric role game play management phase is "03H" or "07H".
[0516] (Step S730-1) The main CPU 300a judges whether the timer value of the special electric feature game timer saved in the above step S720-9 is "0". If it is judged that the timer value of the special electric feature game timer is not "0", the main CPU 300a ends the big prize opening closure valid processing, and if it is judged that the timer value of the special electric feature game timer is "0", the processing proceeds to step S730-3.
[0517] (Step S730-3) The main CPU 300a judges whether the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, that is, whether a preset number of rounds have been played. If it is judged that the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, the process proceeds to step S730-9, and if it is judged that they do not match, the process proceeds to step S730-5.
[0518] (Step S730-5) The main CPU300a updates the special electric accessory game management phase to "01H". In addition, when the special electric accessory game management phase is 07H, that is, during the control of the small win game, the round play count of the small win game is "1", so the above step S730-3 is always judged as YES, and the process does not move to the step.
[0519] (Step S730-7) The main CPU 300a saves the predetermined special prize opening closing time in the special game timer and ends the special prize opening closing validity process, thereby starting the next round of games.
[0520] (Step S730-9) The main CPU 300a executes an ending time setting process for saving the ending time in a special electric accessory game timer.
[0521] (Step S730-11) The main CPU 300a updates the special electric role play management phase to a value obtained by adding 01H to the current value ("04H" or "08H").
[0522] (Step S730-13) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer, and ends the big prize opening closure validity processing.
[0523] 49 is a flowchart explaining the large prize winning port end wait process in the main control board 300 according to the simultaneous rotation reference example. This large prize winning port end wait process is executed when the special electric role play management phase is "04H" or "08H".
[0524] (Step S740-1) The main CPU 300a judges whether the timer value of the special electric feature game timer saved in the above step S730-9 is not "0". As a result, if it is judged that the timer value of the special electric feature game timer is not "0", the main CPU 300a ends the large prize winning port end wait process, and if it is judged that the timer value of the special electric feature game timer is "0", the process proceeds to step S740-3.
[0525] (Step S740-3) The main CPU 300a judges whether the special electric role game management phase is "08H", that is, whether the small win game is over. If it is judged that the special electric role game management phase is "08H", the process proceeds to step S740-11, and if it is judged that the special electric role game management phase is not "08H", the process proceeds to step S740-5.
[0526] (Step S740-5) The main CPU 300a executes a state setting process to set the game state after the big win game ends. Here, the game state, the high probability count, and the time reduction count set in the reserve area in the above step S610-17 are loaded, and the settings of each flag and the counter value are set as the game state after the big win game.
[0527] (Step S740-7) In the above step S740-5, the main CPU 300a judges whether the normal game state is set to the non-time-saving game state. If it is judged that the normal game state is set to the non-time-saving game state, the process proceeds to step S740-9, and if it is judged that the normal game state is not set to the non-time-saving game state, the process proceeds to step S740-21.
[0528] (Step S740-9) The main CPU 300a performs a big win signal output stop process to stop the big win signal output from the game information output terminal board 312. That is, when the most advantageous state is set after the big win game, the output of the big win signal is stopped when the big win game ends.
[0529] (Step S740-11) The main CPU 300a judges whether the current gaming state is a high probability premonition state (high probability gaming state and time-saving gaming state). If it is judged to be a high probability premonition state, the process proceeds to step S740-13, and if it is judged not to be a high probability premonition state, the process proceeds to step S740-21.
[0530] (Step S740-13) The main CPU 300a judges whether the stopped small winning symbol is the special symbol Z1. If it is judged to be the special symbol Z1, the process proceeds to step S740-15. If it is judged not to be the special symbol Z1, the process proceeds to step S740-21.
[0531] (Step S740-15) The main CPU 300a sets the time-saving state flag to change the normal game state to a non-time-saving game state. As a result, when the special symbol Z1 is determined in the high probability premonition state, the game state is changed to the most advantageous state at the end of the small win game.
[0532] (Step S740-17) The main CPU 300a performs a counter reset process for resetting the time-saving number counter.
[0533] (Step S740-19) The main CPU 300a performs a big win signal output stop process to stop the big win signal output from the game information output terminal board 312. That is, when the special symbol Z1 is won and the most advantageous state is set after the small win game, the output of the big win signal is stopped when the small win game ends.
[0534] (Step S740-21) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state to be set after the end of the big role game.
[0535] (Step S740-23) The main CPU 300a sets a number command corresponding to the number of high probability times and the number of time reduction times in a transmission buffer.
[0536] (Step S740-25) The main CPU300a updates the special electric role play management phase to "00H" and ends the waiting process for the end of the big prize winning port. As a result, if the special 1 reserve or special 2 reserve is stored, the variable display of the pattern will be resumed.
[0537] 50 is a diagram explaining the normal game management phase according to the simultaneous spin reference example. As already explained, in the simultaneous spin reference example, the processing related to the normal game triggered by the passage of the game ball through the gate 124 or the entry of the game ball into the normal play opening 125 is executed stepwise and repeatedly, but in the main control board 300, each processing related to such normal games is managed by the normal game management phase.
[0538] As shown in FIG. 50, the main ROM 300b stores a plurality of normal game control modules for controlling the execution of a normal game, and each of these normal game control modules is associated with a normal game management phase. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol change waiting process" is called, when the normal game management phase is "01H", a module for executing "normal symbol change in progress process" is called, when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display process" is called, when the normal game management phase is "03H", a module for executing "normal electric role winning opening pre-processing" is called, when the normal game management phase is "04H", a module for executing "normal electric role winning opening opening control process" is called, when the normal game management phase is "05H", a module for executing "normal electric role winning opening closing valid process" is called, and when the normal game management phase is "06H", a module for executing "normal electric role winning opening end wait process" is called.
[0539] FIG. 51 is a flowchart for explaining the normal game management process (step S800) in the main control board 300 according to the simultaneous rotation reference example.
[0540] (Step S800-1) The main CPU 300a loads the normal game management phase.
[0541] (Step S800-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S800-1.
[0542] (Step S800-5) The main CPU 300a calls the normal game control module selected in step S800-3 and starts processing.
[0543] (Step S800-7) The main CPU 300a loads a normal game timer that manages the control time of a normal game.
[0544] 52 is a flowchart explaining the normal symbol change waiting process in the main control board 300 according to the simultaneous rotation reference example. This normal symbol change waiting process is executed when the normal game management phase is "00H".
[0545] (Step S810-1) The main CPU300a loads the counter value of the normal symbol reserved ball number counter and judges whether the counter value is "0", that is, whether the normal symbol reserved is "0". If it is judged that the counter value is "0", the normal symbol change waiting process is terminated, and if it is judged that the counter value is not "0", the process is transferred to step S810-3.
[0546] (Step S810-3) The main CPU 300a transfers the regular symbol reserve (win-determining random numbers) stored in the first to fourth storage sections of the regular symbol reserve storage area in blocks to the storage section with the next smaller ordinal number. Specifically, the regular symbol reserve stored in the second to fourth storage sections is transferred to the first to third storage sections. The main RAM 300c is also provided with a 0th storage section to be processed, and the regular symbol reserve stored in the 1st storage section is transferred to the 0th storage section. In addition, in this regular symbol storage area shift process, the counter value of the regular symbol reserved ball count counter is decremented by "1," and a regular symbol reserve decrement command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.
[0547] (Step S810-5) The main CPU 300a loads the winning determination random number transferred to the 0th memory unit, selects a winning determination random number judgment 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.
[0548] (Step S810-7) The main CPU300a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S810-5. In the simultaneous spin reference example, the normal symbol display 168 is composed of one LED lamp, and in the case of a win, the normal symbol display 168 is turned on, and in the case of a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether or not the normal symbol display 168 is ultimately turned on. For example, in the case of a win, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.
[0549] (Step S810-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.
[0550] (Step S810-11) The main CPU 300a determines the normal symbol variation time based on the winning determination random number transferred to the 0th memory unit in the above step S810-3 and the normal symbol variation time data table set in the above step S810-9.
[0551] (Step S810-13) The main CPU 300a saves the normal symbol variation time determined in the above step S810-11 in the normal game timer.
[0552] (Step S810-15) The main CPU 300a executes a process of setting the normal symbol display symbol counter in order to start the variable display of the normal symbol in the normal symbol display 168. When the counter value is set to, for example, "0" in the normal symbol display symbol counter, the normal symbol display 168 is controlled to be turned on, and when the counter value is set to "1", the normal symbol display 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter at the start of the variable display of the normal symbol.
[0553] (Step S810-17) The main CPU 300a sets a regular map reservation designation command indicating the number of regular map reservations stored in the regular map reservation memory area in a transmission buffer.
[0554] (Step S810-19) The main CPU 300a sets a normal symbol designation command in the transmission buffer based on the normal symbol stop symbol number determined in step S810-7 above, i.e., the symbol type (winning symbol or losing symbol) determined by the normal symbol winning determination process.
[0555] (Step S810-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0556] 53 is a flowchart explaining the normal symbol variation process in the main control board 300 according to the simultaneous rotation reference example. This normal symbol variation process is executed when the normal game management phase is "01H".
[0557] (Step S820-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S810-13 is "0". If the timer value is "0", the process proceeds to step S820-9. If the timer value is not "0", the process proceeds to step S820-3.
[0558] (Step S820-3) The main CPU 300a updates the normal symbol display timer that measures the lighting time and the extinguishing time of the normal symbol display 168. Specifically, if the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0559] (Step S820-5) The main CPU300a judges whether the timer value of the normal symbol display timer is "0". As a result, if it is judged that the timer value of the normal symbol display timer is "0", the process proceeds to step S820-7, and if it is judged that the timer value of the normal symbol display timer is not "0", the process during the normal symbol variation is terminated.
[0560] (Step S820-7) The main CPU 300a updates the counter value of the normal symbol display symbol counter. Here, if the counter value of the normal symbol display symbol counter is a counter value indicating that the normal symbol display 168 is turned off, it is updated to a counter value indicating that the normal symbol display 168 is turned on, and if the counter value is a counter value indicating that the normal symbol display 168 is turned on, it is updated to a counter value indicating that the normal symbol display 168 is turned off, and the normal symbol variation process is terminated. As a result, the normal symbol display 168 is turned on and off repeatedly (blinks) at predetermined intervals over the normal symbol variation time.
[0561] (Step S820-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S810-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally controlled to be turned on or off, and the result of the normal symbol lottery is announced.
[0562] (Step S820-11) The main CPU 300a sets a normal pattern variation stop time, which is the time for stopping and displaying the normal pattern, in a normal game timer.
[0563] (Step S820-13) The main CPU 300a sets a normal symbol stop command, which indicates that the stopped display of normal symbols has begun, in the transmission buffer.
[0564] (Step S820-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.
[0565] 54 is a flowchart explaining the normal symbol stop symbol display process in the main control board 300 according to the simultaneous rotation reference example. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0566] (Step S830-1) The main CPU 300a judges whether the timer value of the normal game timer set in the above step S820-11 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal pattern stop symbol display process is terminated, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S830-3.
[0567] (Step S830-3) The main CPU 300a checks the result of the regular drawing.
[0568] (Step S830-5) The main CPU 300a judges whether the result of the normal drawing is a win or not. If it is judged to be a win, the process proceeds to step S830-9, and if it is judged to be a no win (miss), the process proceeds to step S830-7.
[0569] (Step S830-7) The main CPU300a updates the normal game management phase to "00H" and ends the normal symbol stop symbol display process. This ends the normal game management process based on the normal symbol reservation of 1, and if the normal symbol reservation is stored, processing is performed to start the variable display of the normal symbol based on the next reservation.
[0570] (Step S830-9) The main CPU 300a refers to the data in the opening / closing control pattern table, and saves the time before normal power opening in the normal game timer as a timer value.
[0571] (Step S830-11) The main CPU300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. This starts the opening and closing control of the first variable start opening 120B.
[0572] 55 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300 according to the simultaneous rotation reference example. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".
[0573] (Step S840-1) The main CPU 300a judges whether the timer value of the normal game timer set in the above step S830-9 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal electric role winning opening pre-opening process is terminated, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S841.
[0574] (Step S841) The main CPU 300a executes a normal electric accessory winning mouth opening / closing switching process, which will be described later.
[0575] (Step S840-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric role winning opening pre-opening process.
[0576] FIG. 56 is a flowchart explaining the normal electric role winning opening / closing switching process in the main control board 300 relating to the simultaneous rotation reference example.
[0577] (Step S841-1) The main CPU 300a judges whether the counter value of the normal electric role opening / closing switching counter is the upper limit value of the normal electric role opening / closing switching count (the number of times the movable piece 120b of the first variable start port 120B is opened / closed during one opening / closing control). If it is judged that the counter value is the upper limit value, the normal electric role winning port opening / closing switching process is terminated, and if it is judged that the counter value is not the upper limit value, the process is transferred to step S841-3.
[0578] (Step S841-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (energization control data or de-energization control data) for controlling the energization of the normal electric role solenoid 120c based on the counter value of the normal electric role opening / closing switching count counter, and timer data which is the energization time (solenoid energization time) or de-energization time (normal power closing effective time = pause time) of the normal electric role solenoid 120c.
[0579] (Step S841-5) The main CPU 300a executes a normal electric role solenoid energization control process to start energizing the normal electric role solenoid 120c or stop energizing the normal electric role solenoid 120c based on the solenoid control data extracted in the above step S841-3. By executing this normal electric role solenoid energization control process, the normal electric role solenoid 120c is controlled to start or stop energizing in the above step S400-33 and step S400-35.
[0580] (Step S841-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S841-3 in the normal game timer. The timer value saved in the normal game timer here is the maximum opening time of the first variable start port 120B once.
[0581] (Step S841-9) The main CPU 300a judges whether the normal electric role solenoid 120c is in the energization start state, that is, whether the control process to start energization of the normal electric role solenoid 120c has been performed in the above step S841-5. As a result, if it is judged to be in the energization start state, the process proceeds to step S841-11, and if it is judged not to be in the energization start state, the normal electric role winning port opening / closing switching process is terminated.
[0582] (Step S841-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching number counter to a value obtained by adding "1" to the current counter value.
[0583] 57 is a flowchart explaining the normal electric device winning hole opening control process in the main control board 300 according to the simultaneous rotation reference example. This normal electric device winning hole opening control process is executed when the normal game management phase is "04H".
[0584] (Step S850-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S841-7 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the process proceeds to step S850-5, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S850-3.
[0585] (Step S850-3) The main CPU 300a judges whether the counter value of the normal electric role opening / closing switching counter is the upper limit value of the normal electric role opening / closing switching count. If it is judged that the counter value is the upper limit value, the process proceeds to step S850-7, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S841.
[0586] (Step S841) In the above step S850-3, if it is determined that the counter value of the normal electric role opening / closing switching count counter is not the upper limit value of the normal electric role opening / closing switching count, the main CPU 300a executes the process of the above step S841.
[0587] (Step S850-5) The main CPU 300a judges whether the counter value of the normal electric device winning ball counter updated in the above step S530-9 has reached a specified number, that is, whether the first variable start opening 120B has received the same number of game balls as the maximum number of winning balls during one opening / closing control. If it is determined that the specified number has not been reached, the normal electric device winning opening opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S850-7.
[0588] (Step S850-7) The main CPU 300a executes a normal electric accessory closing process required to stop the energization of the normal electric accessory solenoid 120c and close the first variable start port 120B. This causes the first variable start port 120B to be in a closed state.
[0589] (Step S850-9) The main CPU 300a saves the normal power effective state time in the normal game timer.
[0590] (Step S850-11) The main CPU 300a updates the normal game management phase to "05H" and ends the normal electric role winning port opening control process.
[0591] 58 is a flowchart explaining the normal electric device winning hole closing valid processing in the main control board 300 according to the simultaneous rotation reference example. This normal electric device winning hole closing valid processing is executed when the normal game management phase is "05H".
[0592] (Step S860-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S850-9 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal electric role winning port closing valid processing is terminated, and if it is judged that the timer value of the normal game timer is "0", the processing is transferred to step S860-3.
[0593] (Step S860-3) The main CPU 300a saves the normal power end wait time in the normal game timer.
[0594] (Step S860-5) The main CPU 300a updates the normal game management phase to "06H" and ends the normal electric role winning hole closure validity processing.
[0595] 59 is a flowchart explaining the normal electric device winning mouth end wait processing in the main control board 300 according to the simultaneous rotation reference example. This normal electric device winning mouth end wait processing is executed when the normal game management phase is "06H".
[0596] (Step S870-1) The main CPU 300a judges whether the timer value of the normal game timer saved in the above step S860-3 is not "0". As a result, if it is judged that the timer value of the normal game timer is not "0", the normal electric role winning port end wait process is terminated, and if it is judged that the timer value of the normal game timer is "0", the process proceeds to step S870-3.
[0597] (Step S870-3) The main CPU300a updates the normal game management phase to "00H" and ends the normal electric role winning port end wait process. As a result, if a normal symbol reservation is stored, the variable display of the normal symbol will be resumed. Next, as a reference example of the performance, specific performances that can be executed in the above-mentioned one-type game machine, one-type two-type game machine, and simultaneous spinning machine and specific processing related to the performance will be described.
[0598] <Example of production reference> FIG. 60 is a diagram for explaining an example of the variation performance of the no-reach variation pattern according to the reference performance example. As described above, when the big role lottery is performed in the main control board 300, during the variation display of the special symbol, that is, during the variation time of the special symbol, a variation performance is executed to notify the result of the big role lottery. In this variation performance, various background images are displayed in the main performance display section 200a, and the performance symbols 210a, 210b, and 210c are displayed superimposed on the background images. During the variation performance, sound is output from the audio output device 206 in accordance with the image displayed in the main performance display section 200a, and the performance lighting device 204 is controlled to light up, and the performance role device 202 is controlled to move, but detailed explanations are omitted here.
[0599] The variation performances according to the example performances are roughly divided into a no-reach variation pattern and a reach variation pattern. In the variation performance of the no-reach variation pattern, a background image (not shown) is displayed on the main performance display section 200a, and the performance patterns 210a, 210b, and 210c are displayed in a superimposed manner on the background image. For example, as shown in FIG. 60(a), the performance patterns 210a, 210b, and 210c are displayed stationary in a combination that indicates that the big role lottery result was a miss. In this state, when a new special pattern is displayed, the three performance patterns 210a, 210b, and 210c start to display (scroll) with the start of the display of the special pattern, as shown in FIG. 60(b). The downward white arrow in the figure indicates that the performance patterns 210a, 210b, and 210c are displayed scrolling in the height direction.
[0600] Then, as shown in Fig. 60(c), first, the performance symbol 210a is stopped and displayed, and then, as shown in Fig. 60(d), a performance symbol 210c different from the performance symbol 210a is stopped and displayed. Then, at almost the same timing as when the variable display of the special symbol ends and the special symbol is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, the performance symbol 210b is stopped and displayed as shown in Fig. 60(e), and the big role lottery result is notified to the player by the final stop display mode of the three performance symbols 210a, 210b, and 210c at this time.
[0601] FIG. 61 is a diagram for explaining an example of the normal reach variation pattern variation performance according to the performance reference example. In the performance reference example, the reach variation pattern is roughly divided into a normal reach variation pattern, an advanced reach variation pattern, and a pseudo-continuous reach variation pattern. In the normal reach variation pattern variation performance, as in the no-reach variation pattern variation performance, the variation display of the performance patterns 210a, 210b, and 210c starts with the start of the variation display of the special pattern, and as shown in FIG. 61(a), the performance pattern 210a is first stopped and displayed. After that, as shown in FIG. 61(b), the performance pattern 210c, which is the same as the performance pattern 210a, is stopped and displayed.
[0602] In this way, when the same performance symbols 210a and 210c are displayed in a reach state in the main performance display section 200a, as shown in FIG. 61(c), "reach" is displayed superimposed on the performance symbols 210a and 210c in the main performance display section 200a. Note that there are a plurality of reach states, and the same performance symbols 210a and 210c with any of the numbers "1" to "9" are displayed in a stopped state. After that, as shown in FIG. 61(d), the shapes of the performance symbols 210a and 210c are changed from those before the reach state, and the variable display continues. Then, as shown in FIG. 61(e), finally, the performance symbols 210b different from the performance symbols 210a and 210c are displayed in a stopped state, and the player is notified that the result of the big role lottery was a miss.
[0603] FIG. 62 is a diagram for explaining an example of the variation performance of the development reach variation pattern at the time of a miss according to the performance reference example, and FIG. 63 is a diagram for expla...
Claims
1. A gaming machine having a first CPU, a specific FIFO belonging to the first CPU, and a second CPU, The first CPU is When a command is generated, the generated command is divided into a plurality of parts in units of a predetermined number of bytes; If the specific FIFO has free space in the byte unit, the divided commands are sequentially stored in the specific FIFO; the specific FIFO transmits the command that was held earliest to the second CPU; Amusement machine.
2. The first CPU is if there is free space in the specific FIFO in units of bytes, the divided commands are sequentially stored in the specific FIFO and a checksum of the divided commands is calculated; storing all the commands in the specific FIFO, and then storing the calculated checksum in the specific FIFO; 2. The gaming machine according to claim 1.
3. the command is larger than the capacity of the particular FIFO; 3. The gaming machine according to claim 1 or 2.
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