Gaming Machines
The gaming machine addresses the issue of long fluctuation times by incorporating multiple gameplay management components, ensuring varied and engaging gameplay experiences that maintain player interest.
Patent Information
- Application Number
- JP2021064595
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-06
- Publication Date
- 2025-04-10
- Estimated Expiration
- 2041-04-06
AI Technical Summary
Long fluctuation times in gaming machines can lead to player fatigue and reduced game interest, as they prolong the duration of gameplay without immediate rewards.
The gaming machine incorporates a variety of components, including a game board, judgment means, changeover performance execution means, large prize opening/closing means, specific performance execution means, and state setting means, to manage gameplay and provide variable effects based on winning decisions, ensuring that gameplay remains engaging by varying the game state and effects.
This configuration effectively maintains player interest by varying gameplay dynamics, ensuring that the game remains engaging and exciting, even with prolonged gameplay sessions.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, there is known a gaming machine in which a big prize lottery is performed based on the entry of a gaming ball into a starting hole, and if a big prize is won in this big prize lottery, a big prize opening is opened. In such a gaming machine, a pattern change process is performed based on the result of the big prize lottery, and during this pattern change process, a change effect is performed that suggests the result of the big prize lottery. For example, Patent Document 1 discloses a gaming machine in which the time required for the pattern change process, i.e., the change time, can be set to a long time. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-93250 A Summary of the Invention [Problem to be solved by the invention]
[0004] A long variable time may be determined for various purposes, such as suppressing the payout rate per unit time, realizing special gameplay, etc. In this way, when the variable time is long, there is a problem that it makes the player feel bored and reduces interest in the game.
[0005] An object of the present invention is to provide a gaming machine that can prevent a decline in interest in gaming. [Means for solving the problem]
[0006] In order to solve the above problems, the gaming machine of the present invention comprises a gaming board in which a gaming area into which gaming balls flow down is formed, a determination means for determining whether a game has been won or lost based on the entry of a gaming ball into a starting port provided in the gaming area, a variable effect execution means for executing a variable effect that suggests the result of the win / loss determination, a large prize opening / closing means for executing a large prize opening / closing game in which a large prize opening provided in the gaming area is opened and closed based on the result of the win / loss determination, a specific effect execution means for executing a specific effect during the large prize opening / closing game, and a state setting means for setting the gaming state to a predetermined state after the large prize opening / closing game has ended, and the variable effect execution means If the result of the judgment up to a predetermined number of times is a miss, A special variable performance that is at least partially the same as the specific performance. During the predetermined number of fluctuations It is characterized by carrying out [Effects of the Invention]
[0008] According to the present invention, it is possible to prevent a decline in interest in games. [Brief explanation of the drawings]
[0009] [Figure 1] This is an oblique view of the gaming machine showing the door in the simultaneous rotation reference example in an open state. [Figure 2] FIG. 10 is a front view of a gaming machine according to a simultaneous spinning reference example. [Figure 3] This is 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 that controls the progress of a game in the simultaneous rotation reference example. [Figure 5] 10 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 when the probability is low for a simultaneous spin reference example. [Figure 7] This is a diagram explaining the random number judgment table for determining a jackpot at high probability in a simultaneous spin reference example. [Figure 8]A diagram explaining the winning symbol random number determination table and the small winning symbol random number determination table for the simultaneous spin reference example. [Figure 9] 10A is a diagram illustrating a fluctuation pattern random number determination table for a simultaneous rotation reference example, and FIG. 10B is a diagram illustrating a fluctuation time determination table for a simultaneous rotation reference example. [Figure 10] A diagram explaining the game state and variable time for the simultaneous spin reference example. [Figure 11] This is the first diagram explaining the special electric accessory operation ram set table for the simultaneous rotation reference example. [Figure 12] This is the second diagram explaining the special electric accessory operation ram set table for the simultaneous rotation reference example. [Figure 13] A figure explaining the game status setting table for the simultaneous rotation reference example. [Figure 14] A diagram explaining a random number judgment table for determining a win in the simultaneous spin reference example. [Figure 15] (a) is a diagram explaining a normal pattern change time data table for a simultaneous rotation reference example, and (b) is a diagram explaining an opening / closing control pattern table for a simultaneous rotation reference example. [Figure 16] This is a diagram explaining the transition of game states in accordance with the original gameplay characteristics of the simultaneous spin reference example. [Figure 17] This is a diagram explaining the transition of the game state when the game is not played properly in the simultaneous spin reference example. [Figure 18] A figure explaining the gaming machine status flag for the simultaneous spin reference example. [Figure 19] 10 is a first flowchart illustrating a CPU initialization process in a main control board according to a simultaneous rotation reference example. [Figure 20] 10 is a second flowchart illustrating the CPU initialization process in the main control board according to the simultaneous rotation reference example. [Figure 21] 10 is a flowchart illustrating a sub-command group set process on a main control board according to a simultaneous rotation reference example. [Figure 22]10 is a flowchart illustrating a power-off evacuation process in a main control board according to a simultaneous rotation reference example. [Figure 23] 10 is a flowchart illustrating a timer interrupt process in a main control board according to a simultaneous rotation reference example. [Figure 24] 10 is a flowchart illustrating setting-related processing in a main control board according to a simultaneous rotation reference example. [Figure 25] 10 is a flowchart illustrating a switch management process in a main control board according to a simultaneous rotation reference example. [Figure 26] 10 is a flowchart illustrating gate passage processing in a main control board according to a simultaneous rotation reference example. [Figure 27] 10 is a flowchart illustrating the first starting port passing process in the main control board in the simultaneous rotation reference example. [Figure 28] 10 is a flowchart illustrating the second starting port passing process in the main control board in the simultaneous rotation reference example. [Figure 29] A flowchart explaining the special pattern random number acquisition process on the main control board for the simultaneous rotation reference example. [Figure 30] 10 is a flowchart illustrating the acquisition time performance determination process in the main control board for the simultaneous rotation reference example. [Figure 31] This is a flowchart explaining the large prize opening passage processing in the main control board for the simultaneous rotation reference example. [Figure 32] A diagram explaining the special game management phase related to the simultaneous spin reference example. [Figure 33] 10 is a flowchart explaining the special game management processing in the main control board for the simultaneous rotation reference example. [Figure 34] A flowchart explaining the special pattern change processing in the main control board for the simultaneous rotation reference example. [Figure 35] This is a first flowchart explaining the special pattern change waiting process in the main control board for the simultaneous rotation reference example. [Figure 36]This is a second flowchart explaining the special pattern change waiting process in the main control board for the simultaneous rotation reference example. [Figure 37] This is a flowchart explaining the special pattern winning determination process on the main control board for the simultaneous rotation reference example. [Figure 38] A flowchart explaining the special pattern variable number determination process on the main control board for the simultaneous rotation reference example. [Figure 39] 10 is a flowchart illustrating the number of times cutoff management processing in the main control board according to the simultaneous rotation reference example. [Figure 40] This is a flowchart explaining the processing during special pattern variation on the main control board for the simultaneous rotation reference example. [Figure 41] A flowchart explaining the special pattern stop pattern display processing on the main control board for the simultaneous rotation reference example. [Figure 42] A flowchart explaining the forced pattern stop processing on the main control board for the simultaneous rotation reference example. [Figure 43] This is a flowchart explaining the processing before opening the large prize opening on the main control board for the simultaneous rotation reference example. [Figure 44] This is a flowchart explaining the large prize opening / closing switching process on the main control board for the simultaneous rotation reference example. [Figure 45] This is a flowchart explaining the large prize opening control process on the main control board for the simultaneous rotation reference example. [Figure 46] This is a flowchart explaining the large prize opening closure validity processing on the main control board for the simultaneous rotation reference example. [Figure 47] This is a flowchart explaining the large prize slot end wait processing on the main control board for the simultaneous rotation reference example. [Figure 48] A diagram explaining the normal game management phase for the simultaneous spin reference example. [Figure 49] A flowchart explaining the normal game management processing in the main control board for the simultaneous rotation reference example. [Figure 50]This is a flowchart explaining the normal pattern change waiting process on the main control board for the simultaneous rotation reference example. [Figure 51] This is a flowchart explaining the processing during normal pattern fluctuations on the main control board for the simultaneous rotation reference example. [Figure 52] A flowchart explaining the normal pattern stop pattern display processing on the main control board for the simultaneous rotation reference example. [Figure 53] This is a flowchart explaining the pre-opening processing of a normal electric device winning slot on the main control board for the simultaneous rotation reference example. [Figure 54] This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board for the simultaneous rotation reference example. [Figure 55] This is a flowchart explaining the control process for opening the winning slot of a normal electric device on the main control board for the simultaneous rotation reference example. [Figure 56] This is a flowchart explaining the normal electric device winning opening closure validity processing on the main control board for the simultaneous rotation reference example. [Figure 57] This is a flowchart explaining the waiting process for the end of the normal electric device winning slot on the main control board for the simultaneous rotation reference example. [Figure 58] This is a diagram illustrating an example of a variable presentation of a no-reach variable pattern related to a reference presentation example. [Figure 59] This is a diagram illustrating an example of a variation presentation of a normal reach variation pattern according to a presentation reference example. [Figure 60] This is a diagram illustrating an example of a change presentation of an advanced reach change pattern when a miss occurs, in accordance with a reference presentation example. [Figure 61] This is a diagram illustrating an example of a change presentation of the development reach change pattern at the time of a jackpot, in accordance with a reference presentation example. [Figure 62] 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 63] FIG. 10 is a diagram illustrating an example of a pseudo-continuous reach fluctuation pattern fluctuation presentation according to a presentation reference example. [Figure 64]A diagram explaining a variable presentation determination table related to a presentation reference example. [Figure 65] A figure explaining an example of a hold display presentation related to a presentation reference example. [Figure 66] 10A is a diagram illustrating a final hold display pattern determination table relating to a reference example of presentation, and FIG. 10B is a diagram illustrating a previous hold display pattern determination table relating to a reference example of presentation. [Figure 67] 10 is a flowchart illustrating the sub-CPU initialization process in the sub-control board for the reference example of the performance. [Figure 68] 10 is a flowchart illustrating the sub-timer interrupt processing in the sub-control board for the reference example of the performance. [Figure 69] 10 is a flowchart illustrating the pre-reading designation command reception processing in the sub-control board for the reference example performance. [Figure 70] 10 is a flowchart illustrating the variable pattern command receiving process in the sub-control board for the reference example performance. [Figure 71] 1 is a front view of a gaming machine according to an embodiment. [Figure 72] FIG. 10 is a partially enlarged view of the second game area. [Figure 73] A diagram explaining the internal structure of the big prize slot. [Figure 74] A diagram explaining the first non-electric prize-winning device and the second non-electric prize-winning device. [Figure 75] This is the first diagram explaining the operation of the first non-electric prize-winning device and the second non-electric prize-winning device. [Figure 76] This is the second diagram explaining the operation of the first non-electric prize-winning device and the second non-electric prize-winning device. [Figure 77] 2 is a block diagram showing the internal configuration of a control means for controlling the progress of a game in the embodiment. FIG. [Figure 78] A diagram explaining a random number judgment table for determining a jackpot when the probability is low in an embodiment. [Figure 79] A diagram explaining a random number judgment table for determining a high probability jackpot in an embodiment. [Figure 80]FIG. 10 is a diagram illustrating a winning symbol random number determination table according to an embodiment. [Figure 81] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table according to the embodiment. [Figure 82] A diagram explaining the opening and closing manner of the large prize opening and the opening and closing manner of the special prize area by the movable member. [Figure 83] FIG. 10 is a diagram illustrating a game status setting table according to an embodiment. [Figure 84] FIG. 10 is a diagram illustrating a winning determination random number judgment table according to an embodiment. [Figure 85] 1A is a diagram illustrating a normal symbol fluctuation time data table according to an embodiment, and FIG. 1B is a diagram illustrating an opening / closing control pattern table according to an embodiment. [Figure 86] FIG. 10 is a diagram illustrating a game state according to an embodiment. [Figure 87] 10 is a diagram illustrating the transition of game states in accordance with the original gameplay characteristics of the embodiment. FIG. [Figure 88] 10 is a timing chart of the 10R special chance game and non-electric bonus period according to an embodiment. [Figure 89] 10 is a flowchart illustrating a timer interrupt process in the main control board according to the embodiment. [Figure 90] 10 is a flowchart illustrating a switch management process in a main control board according to an embodiment. [Figure 91] 10 is a flowchart illustrating the process of passing through the variable probability area in the main control board according to the embodiment. [Figure 92] 10 is a flowchart illustrating the special pattern variable number determination process in the main control board according to the embodiment. [Figure 93] 10 is a flowchart illustrating a number of cutoff management process in the main control board according to the embodiment. [Figure 94] 10 is a flowchart illustrating a special symbol stop symbol display process in a main control board according to an embodiment. [Figure 95] 10 is a flowchart explaining the large prize opening end wait processing in the main control board in the embodiment. [Figure 96] 10 is a flowchart illustrating the normal symbol change waiting process in the main control board according to the embodiment. [Figure 97] This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board in the embodiment. [Figure 98] This is a flowchart explaining the waiting process for the end of the normal electric device winning slot on the main control board in the embodiment. [Figure 99] 10 is a flowchart illustrating the dispensing control management process in the main control board according to the embodiment. [Figure 100] FIG. 10 is a diagram illustrating the first production system. [Figure 101] FIG. 10 is a diagram illustrating an example of the performance content of the first performance system. [Figure 102] FIG. 10 is a diagram illustrating a method for updating a counter. [Figure 103] FIG. 10 is a diagram illustrating another example of the performance content of the first performance system. [Figure 104] FIG. 10 is a diagram illustrating the second production system. [Figure 105] FIG. 10 is a diagram illustrating an example of the performance content of the second performance system. [Figure 106] FIG. 10 is a diagram illustrating an example of a special variable effect. [Figure 107] 10A is a diagram illustrating the third production system, and FIG. 10B is a diagram illustrating the fourth production system. [Figure 108] FIG. 10 is a diagram illustrating an example of the performance content of the third performance system. [Figure 109] A diagram illustrating an example of the performance content of the fourth performance system. [Figure 110] 10A is a diagram illustrating the fifth production system, and FIG. 10B is a diagram illustrating the sixth production system. [Figure 111] A diagram illustrating an example of the performance content of the fifth performance system. [Figure 112] A diagram illustrating an example of the performance content of the sixth performance system. [Figure 113] 10 is a flowchart illustrating a sub-timer interrupt process in the sub-control board according to the embodiment. [Figure 114] 10 is a flowchart illustrating a counter update process in a sub-control board according to an embodiment. [Figure 115] 10 is a flowchart illustrating the variation pattern command receiving process in the sub-control board according to the embodiment. [Figure 116] 10 is a flowchart illustrating the normal symbol designation command receiving process in the sub-control board according to the embodiment. [Figure 117] 10 is a flowchart illustrating an opening designation command reception process in the sub-control board according to the embodiment. [Figure 118] 10 is a flowchart illustrating the process of receiving a command specifying the opening of the large prize opening on the sub-control board in the embodiment. [Figure 119] 10 is a flowchart illustrating a normal power release designation command reception process in a sub-control board according to an embodiment. [Figure 120] 10 is a flowchart illustrating a normal power shutoff designation command reception process in a sub-control board according to an embodiment. [Figure 121] 10 is a flowchart illustrating additional processing in a sub-control board according to an embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in these embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0011] To facilitate understanding of the embodiments of the present invention, first, as a simultaneous spinning reference example, the mechanical and electrical configurations of the so-called simultaneous spinning machine and the specific processing on each board will be explained. Then, as a performance reference example, specific performances that can be executed by the simultaneous spinning machine and specific processing related to the performance will be explained. After that, as an embodiment of the present invention, specific configurations that differ from each of the reference examples will be explained.
[0012] <Simultaneous rotation example> 1 is a perspective view of a gaming machine 100 according to a simultaneous rotation reference example, showing the door in an open state. As shown in the figure, the gaming machine 100 includes an outer frame 102 having four sides arranged in a substantially rectangular shape to form an enclosed space, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be able to open and close freely, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be able to open and close freely.
[0013] 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, maintaining a predetermined distance between them, and the game board 108 can be seen through the transparent plate 110 from the front side of the gaming machine 100.
[0014] 2 is a front view of a gaming machine 100 according to a simultaneous spinning 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. When a 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 corresponding to the rotation angle of the operating handle 112. The gaming ball launched in this manner rises between rails 114a and 114b provided on the gaming board 108 and is guided to a playing area 116.
[0015] The play area 116 is a space formed between the play board 108 and the transparent plate 110, and is an area where game balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills (not shown), and game balls guided into the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.
[0016] The play area 116 has a first play area 116a and a second play area 116b, which allow game balls to be hit at different degrees of entry depending on the launch strength of the launch mechanism. The first play area 116a is located on the left side of the play area 116 as seen by a player facing the gaming 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 gaming machine 100. Because 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.
[0017] In addition, the gaming area 116 is provided with a general winning opening 118 through which gaming balls can enter, a first fixed starting opening 120A, a first variable starting opening 120B, a second starting opening 122, and a general map operating opening 125, and when a gaming ball enters these general winning opening 118, first fixed starting opening 120A, first variable starting opening 120B, second starting opening 122, and general map operating opening 125, a predetermined prize ball is paid out to the player. Note that, hereinafter, the first fixed starting opening 120A and the first variable starting opening 120B are collectively referred to as the first starting opening 120.
[0018] As will be described in more detail below, a first starting area is provided within the first starting hole 120, and a second starting area is provided within the second starting hole 122. When a gaming 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 pre-established special symbols. Each special symbol is associated with the possibility of executing a major prize game or a small prize game that is advantageous to the player. Therefore, when a gaming 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 the opportunity to acquire the right to receive various gaming benefits.
[0019] Furthermore, first fixed start opening 120A, second start opening 122, and normal operation opening 125 are configured as fixed start openings that are always open to allow game balls to enter. Meanwhile, 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 with which game balls can enter first variable start opening 120B changes depending on the state of this movable piece 120b. Specifically, movable piece 120b is normally maintained in a closed state, and during this time it is difficult or impossible for game balls to enter first variable start opening 120B.
[0020] In contrast, when a gaming ball passes through gate 124 provided in gaming area 116 (second gaming area 116b) or enters normal symbol actuation port 125, a lottery for a normal symbol, which will be described later, is held, and if a winning symbol is selected in this lottery, movable piece 120b is controlled to an open state for a predetermined time. When movable piece 120b is in the open state, the gaming ball can enter first variable start port 120B. In this way, movable piece 120b functions as a movable member (start variable winning device) that transitions between an open state that allows the gaming ball to enter first variable start port 120B, and a closed state that makes it more difficult or impossible for the gaming ball to enter first variable start port 120B than in the open state.
[0021] The first fixed start opening 120A is arranged so that 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 so that 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 in 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.
[0022] 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 desirable 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, it is desirable that the first fixed start opening 120A be 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 be arranged in a position where at least game balls flowing down the second game area 116b can enter.
[0023] 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 positioned so that only game balls flowing down the second game area 116b can enter the first large prize opening 126 and the second large prize opening 128. However, the first large prize opening 126 and the second large prize opening 128 may be positioned so that both game balls flowing down the first game area 116a and the second game area 116b can enter the first large prize opening 126 and the second large prize opening 128.
[0024] An opening / closing door 126b is provided at the first large prize opening 126 so that it can be opened and closed, and normally the opening / closing door 126b closes the first large prize opening 126, preventing game balls from entering 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 aforementioned big prize game is executed, the opening / closing door 126b opens and functions as a tray that guides game balls to the first large prize opening 126, allowing game balls to enter the first large prize opening 126. When a game ball enters the first large prize opening 126, a predetermined number of prize balls are paid out to the player.
[0025] 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 is equipped with a movable piece 128b, which is normally maintained in a closed state. In contrast, when a small prize game described below is executed, 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 will be collectively referred to simply as the large prize openings.
[0026] FIG. 3 is a diagram illustrating the second large prize opening 128 according to the simultaneous spin reference example. A structure 129 protruding from the front side of the gaming board 108 is provided in the second gaming area 116b. This structure 129 surrounds the four sides in the left-right and front-back directions of the gaming machine 100, as well as the bottom, and has an opening formed at the top. The opening formed at the top of this structure 129 is the second large prize opening 128. A movable piece 128b is provided at the top of the structure 129, and as shown in FIG. 3(a), the movable piece 128b is normally maintained in a closed state in which it closes the second large prize opening 128.
[0027] The movable piece 128b protrudes into the game area 116, where game balls roll and flow down, so as to face above the gaming 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 that is approximately parallel to the horizontal direction, and the right side of the gaming machine 100 is slightly longer in the height direction than the left side. Therefore, the second large winning opening 128 is slightly lower on the left side of the gaming machine 100 than on the right side, and the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, the game ball that falls onto the movable piece 128b will roll slowly from right to left on the movable piece 128b, as shown by the arrow in Figure 3(a).
[0028] Then, when a small win game described below is executed, the movable piece 128b transitions to an open state that opens the second large winning 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 gaming board 108. As a result, when transitioning from the closed state to the open state, the gaming ball rolling on the movable piece 128b falls into the second large winning opening 128 by its own weight.
[0029] In this manner, in the simultaneous rotation reference example, the movable piece 128b is slightly tilted to ensure a long time for the gaming balls to roll on the movable piece 128b. Then, the movable piece 128b transitions from a closed state to an open state, thereby guiding the gaming balls rolling on the movable piece 128b into the second large prize opening 128. With the above configuration, even if the time for which the movable piece 128b is maintained in the open state is set to be short, it is possible to guide a predetermined number of gaming balls into the second large prize opening 128. In other words, the time for which the movable piece 128b is maintained in the open state, which is required to allow a predetermined number of gaming balls to enter the second large prize opening 128, can be shortened. A hole communicating with the back side of the gaming board 108 is formed on the back side of the structure 129, and gaming balls that enter the second large prize opening 128 are discharged to the back side of the gaming board 108. When a gaming ball enters the second major winning hole 128, a predetermined number of prize balls is paid out to the player.
[0030] While the configuration of the second large prize opening 128 has been described above, the first variable start opening 120B has the same configuration as the second large prize opening 128. That is, in the closed state, the movable piece 120b of the first variable start opening 120B protrudes toward the front side of the gaming board 108, and the gaming ball rolls on the movable piece 120b. In addition, in the open state, the movable piece 120b slides toward the rear side of the gaming board 108, allowing the gaming ball to enter the first variable start opening 120B. However, as shown in FIG. 2, the right side of the movable piece 120b 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.
[0031] Here, the board configuration of the second game area 116b will be described in detail. In the simultaneous spin reference example, a second start hole 122 and a 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 either enter the second start hole 122 or pass through the gate 124 and flow downward. In the simultaneous spin reference example, one game ball is paid out as a prize ball for each game ball that enters the second start hole 122.
[0032] When a gaming ball enters the second starting opening 122, one gaming ball is paid out as a prize ball, and a lottery is held to determine whether a major prize game or a minor prize game will be executed. In addition, when the gaming ball passes through the gate 124, a lottery is held to determine whether the first variable starting opening 120B (movable piece 120b) will be opened.
[0033] 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 positioned so that all gaming 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 during 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 gaming ball enters the first large prize opening 126 during a big prize game, a predetermined number of gaming balls (15 in this case) of two or more gaming balls are paid out as prize balls for each gaming ball that enters.
[0034] 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 to a passage for discharging game balls from the game area 116, and even if a game ball enters the outlet 131, no prize balls will be paid out.
[0035] In the second game area 116b, nails are arranged so that most (for example, 90% or more) of the game balls that flow down below the first special winning opening 126 fall onto the movable piece 120b. In addition, these nails guide a portion (for example, 1% to 10%) of the game balls that flow down below the first special winning opening 126 to the outlet 131.
[0036] When the first variable start opening 120B is in a closed state, the gaming balls roll on the movable piece 120b. If the movable piece 120b is in an open state while the gaming balls are rolling on the movable piece 120b, all the gaming balls on the movable piece 120b are guided into the first variable start opening 120B. When a gaming ball enters the first variable start opening 120B, one gaming ball is paid out as a prize ball for each entering gaming ball, and a lottery is held to determine whether a big prize game or a small prize game will be played.
[0037] Gaming balls that do not enter the first variable start opening 120B fall from above the movable piece 120b to the right 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 roll slowly from the right to the left when viewed from the front of the gaming machine 100.
[0038] Although details will be described later, in the simultaneous spin reference example, the second large prize opening 128 is opened only during 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 game balls are paid out as prize balls for each game ball that enters.
[0039] A normal map operating 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 above the second large winning port 128 will enter the normal map operating port 125. In the simultaneous spin reference example, the normal map operating 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 map operating port 125, a lottery is held to determine whether or not the first variable start port 120B (movable piece 120b) will be opened, just as when a game ball passes through the gate 124.
[0040] At the bottom of the game area 116, there is provided an 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.
[0041] 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 performances while the game is in progress.
[0042] 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 gaming 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 the variably displayed three effect symbols 210a, 210b, and 210c.
[0043] The effect gimmick device 202 is placed in front of the main effect display section 200a, and is normally 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 the actuators are driven to move each component to a movable position in front of the main effect display section 200a during the variable display of the effect symbols 210a, 210b, 210c, the components unite in front of the main effect display section 200a, giving the player a sense of expectation of a big win.
[0044] The effect lighting device 204 is provided on the effect gimmick device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main effect display section 200a.
[0045] The sound 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.
[0046] The effect operation device 208 is composed of buttons that are pressed by the player, and is located in approximately the center of the gaming machine 100 in the width direction, and below the transparent plate 110. This effect operation device 208 is activated in accordance with the images displayed on the main effect display unit 200a, and when it receives an operation from the player within the effective operation time, various effects are executed in accordance with the operation.
[0047] In the figure, reference numeral 132 denotes an upper tray to which prize balls paid out from the gaming machine 100 and game balls dispensed from the game ball dispenser are guided, and when this upper tray 132 is full of game balls, the game balls are guided to a lower tray 134. A ball ejection hole (not shown) is formed in the bottom surface of this lower tray 134 to eject game balls from 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 game balls from the ball ejection hole to below the lower tray 134.
[0048] In addition, the game board 108 is provided with 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 at positions outside the game area 116 and visible to the player. Each of these displays 160 to 172 is a device for displaying various situations related to the game, and details thereof will be described later.
[0049] (Internal configuration of control means) FIG. 4 is a block diagram showing the internal configuration of the control means for controlling the progress of the game in the simultaneous spin reference example.
[0050] The main control board 300 controls the basic operations 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 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 sends commands to other boards depending on the results of the arithmetic processing. The main RAM 300c functions as a data work area during arithmetic processing by the main CPU 300a.
[0051] The main control board 300 includes a general winning opening detection switch 118s for detecting that a gaming ball has entered the general winning opening 118, a first fixed start opening detection switch 120As for detecting that a gaming ball has entered the first fixed start opening 120A, a first variable start opening detection switch 120Bs for detecting that a gaming ball has entered the first variable start opening 120B, a second start opening detection switch 122s for detecting that a gaming ball has entered the second start opening 122, and a gate 124 for detecting that a gaming ball has entered the gate 124. A gate detection switch 124s that detects passage, a normal operation port detection switch 125s that detects when a game ball has entered the normal operation port 125, a first large prize port detection switch 126s that detects when a game ball has entered the first large prize port 126, and a second large prize port detection switch 128s that 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.
[0052] In addition, the main control board 300 is connected to a normal electric role 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 main control board 300 controls the opening and closing of the first variable start opening 120B, the first large prize opening 126 and the second large prize opening 128.
[0053] Furthermore, the main control board 300 is connected to a first special pattern display 160, a second special pattern display 162, a first special pattern reserved display 164, a second special pattern reserved display 166, a normal pattern display 168, a normal pattern reserved display 170, and a right-hit notification display 172, and the display of each of these displays is controlled by the main control board 300.
[0054] Furthermore, a setting change switch 180s is provided on the back of the gaming board 108. The setting change switch 180s is configured to be accessible with a dedicated key. When the setting change switch 180s is turned on, the setting value can be changed and confirmed. As will be described in detail later, the gaming machine 100 of the simultaneous spin reference example stores one of six setting values with different degrees of advantage as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value. Note that, although the setting value is assumed to have six levels here, the setting value may be provided in only two levels, high setting and low setting, or in multiple other levels. Furthermore, the setting value is not required, and the degree of advantage need not be changed.
[0055] 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. If a RAM clear operation signal is input from the RAM clear switch 182s when the power is turned on, the main CPU 300a clears the main RAM 300c.
[0056] 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 registered setting values and base ratios.
[0057] The gaming machine 100 of the simultaneous spin reference example is broadly divided into a special game that is started mainly by a game ball entering the first start port 120 or the second start port 122, and a normal game that is started by a game ball passing through the gate 124 or entering the normal operation port 125. The main ROM 300b of the main control board 300 stores various programs for progressing the special game and the normal game, as well as data and tables required for various games.
[0058] 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 controls the firing of game balls and the payout of prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 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 the hall computer of the gaming parlor via the payout control board 310 and the game information output terminal board 312.
[0059] 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 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 counting switch 316s, and it is possible to determine whether the prize balls that should have been paid out have been paid out to the player.
[0060] 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 game balls that are paid out as prize balls to the lower tray 134, and a game ball detection signal is input to the payout control board 310.
[0061] Then, when a predetermined amount or more of game balls are accumulated in the lower tray 134 and it reaches a full state, game balls accumulate 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 game ball detection signals continuously for a predetermined period of time, it determines that the lower tray 134 is in a full state, and sends a tray full command to the main control board 300. On the other hand, when the continuous input of game ball detection signals stops after sending the tray full command, it determines that the full state has been released, and sends a tray full release command to the main control board 300.
[0062] The payout control board 310 is also provided with a launch control circuit 320 that controls the launch of gaming balls. A touch sensor 112s that is provided on the operating handle 112 and detects when a player touches the operating handle 112, and an operation volume 112a that detects the operating angle of the operating handle 112 are connected to the payout control board 310. 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 gaming ball launcher to launch the gaming balls.
[0063] The sub-control board 330 mainly controls various effects during game play, standby, etc. The sub-control board 330 is equipped with a sub-CPU 330a, sub-ROM 330b, and sub-RAM 330c, and is connected to the main control board 300 so that communication can be performed in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out programs stored in the sub-ROM 330b and performs arithmetic processing based on commands transmitted from the main control board 300, input signals from a timer, etc., and also controls the execution of effects. At this time, the sub-RAM 330c functions as a data work area during arithmetic processing by the sub-CPU 330a.
[0064] Specifically, the sub-control board 330 includes a sub-CPU 330a, a sub-ROM 330b, and a sub-RAM 330c that work together to function as a sub-main, an image control unit, a prop control unit, a lighting control unit, and an audio control unit. The sub-main determines the content of the effects to be executed in response to various input commands, and manages and oversees the execution of the effects. The image control unit controls image display to display images on the main effect display unit 200a. The sub-ROM 330b stores a large amount of image data, such as designs, backgrounds, and subtitles, that are displayed on the main effect display unit 200a. The image control unit reads the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display on the main effect display unit 200a.
[0065] The prop control unit drives actuators in accordance with the performance management by the sub-main unit, and controls the movement of the prop device 202. The lighting control unit controls the lighting of the performance lighting unit 204. The audio control unit controls the audio output to output audio from the audio output device 206. The 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 unit reads out the audio data from the sub-ROM 330b and controls the audio output of the audio output device 206.
[0066] Furthermore, the sub-control board 330 executes a predetermined performance 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.
[0067] 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.
[0068] Figure 5 is an address map of the memory area used by the main CPU 300a according to the simultaneous execution reference example. In Figure 5, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Figure 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.
[0069] The memory area of the main ROM 300b is divided into a used area (0000H to 1A7AH) that stores programs and data for controlling the progress of the game, and an unused area (2000H to 2BFFH) that is an area other than the used area and stores programs and data for performing processes for conducting tests specified 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).
[0070] The used area of the main ROM 300b includes a program area (0000H-0A89H) for storing programs for controlling the progress of games, an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH) for storing data other than programs. Note that the used area may not include the unused area (0A8AH-0FFFH).
[0071] The unused area of the main ROM 300b includes a program area (2000H to 27FFH) that stores programs for executing processes for conducting tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) that stores data other than these programs.
[0072] 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.
[0073] 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 an unused area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processing for performing tests specified in the gaming machine regulations or processing for displaying the performance display monitor 184 is being executed.
[0074] 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) that temporarily saves data while a program for controlling the progress of a game is being executed. Note that the used area may not include the unused area (F12BH-F1D7H).
[0075] 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 gaming machine regulations and for displaying the performance display monitor 184 are being executed, and a stack area (F220H to F228H) that temporarily stores data when these programs are being executed.
[0076] 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).
[0077] 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 stipulated by gaming machine regulations and for controlling the display of the performance display monitor 184.
[0078] 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 preventing the unused area from being used when a program for controlling the progress of a game is being executed, and preventing the used area from being used when a program for performing a test specified by the gaming machine regulations or a program for performing a display control of the performance display monitor 184 is being executed.
[0079] 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 be 4 bytes or more, and more preferably 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.
[0080] 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.
[0081] As described above, the gaming machine 100 of the simultaneous spin reference example has two types of games, a special game and a normal game, proceeding in parallel. The special game proceeds in either a low probability game state or a high probability game state, and the normal game proceeds in either a non-time-shortened game state, a medium time-shortened game state, or a time-shortened game state.
[0082] The 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 a 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 a big prize game is set high. The non-time-reduction game state is a game state in which the movable piece 120b is less likely to be in the open state and it is more difficult for a game ball to enter the first variable starting opening 120B. The intermediate time-reduction game state is a game state in which the movable piece 120b is more likely to be in the open state and it is more likely for a game ball to enter the first variable starting opening 120B than in the non-time-reduction game state. The time-reduction game state is a game state in which the movable piece 120b is even more likely to be in the open state than in the intermediate time-reduction game state and it is most likely for a game ball to enter the first variable starting opening 120B. 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 not decrease at all.
[0083] As described above, since the special game and the regular game proceed simultaneously in parallel, in the simultaneous spinning reference example, the game state is a combination of a low-probability game state or a high-probability game state with either a non-time-saving game state, a medium-time-saving game state, or a time-saving game state. Hereinafter, for ease of understanding, the game states related to the special game, i.e., the low-probability game state and the high-probability game state, will be referred to as the special game state, and the game states related to the regular game, i.e., the non-time-saving game state, the medium-time-saving game state, and the time-saving game state, will be referred to as the regular 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.
[0084] When a player operates the operating handle 112 to launch a gaming ball into the gaming area 116, and the gaming ball flowing down the gaming area 116 enters the first starting hole 120 or the second starting hole 122, a lottery (hereinafter referred to as a "big prize lottery") is held to determine whether or not the player will receive a gaming profit. If a big win is won in this big prize lottery, a big prize opening is opened and a big prize game is executed in which a gaming ball can enter the big prize opening, and the game status after the big prize game ends is set to one of the above game statuses. The big prize lottery method will be described below.
[0085] As will be described in more detail later, when a gaming ball enters the first start port 120 or the second start port 122, various random number values related to the big role lottery (jackpot determination random number, winning symbol random number, and variable pattern random number) are obtained, and these random number values are stored in a special symbol reserve memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the first start port 120 will be collectively referred to as special 1 reserve, and the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the second start port 122 will be collectively referred to as special 2 reserve.
[0086] The special symbol reservation memory area of the main RAM 300c includes a first special symbol reservation memory area and a second special symbol reservation memory area. The first special symbol reservation memory area and the second special symbol reservation memory area each have four memory sections (first to fourth memory sections). When a gaming ball enters the first starting hole 120, the special symbol 1 reservation is stored in order from the first memory section of the first special symbol reservation memory area, and when a gaming ball enters the second starting hole 122, the special symbol 2 reservation is stored in order from the first memory section of the second special symbol reservation memory area.
[0087] For example, when a gaming ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage units of the first special chart reservation storage area, a special 1 reservation is stored in the first storage unit. Also, for example, when a gaming ball enters the first starting hole 120 in a state where a special 1 reservation is stored in the first to third storage units, the special 1 reservation is stored in the fourth storage unit. Also, when a gaming ball enters the second starting hole 122, similarly to the above, a special 2 reservation is stored in the storage unit with the smallest number (ordinal number) among the first to fourth storage units of the second special chart reservation storage area, in which a special 2 reservation is not stored.
[0088] However, the number of special 1 reserves (X1) and the number of special 2 reserves (X2) that can be stored in the first special chart reserve memory area and the second special chart reserve memory area are each set to four. Therefore, for example, when a gaming ball enters the first starting hole 120, if four special 1 reserves are already stored in the first special chart reserve memory area, no new special 1 reserves will be stored by the entry of the gaming ball into the first starting hole 120. Similarly, when a gaming ball enters the second starting hole 122, if four special 2 reserves are already stored in the second special chart reserve memory area, no new special 2 reserves will be stored by the entry of the gaming ball into the second starting hole 122.
[0089] 6 is a diagram illustrating a low-probability jackpot determination random number judgment table for a simultaneous spin reference example. When a gaming 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 starts, that is, depending on the game state when the jackpot determination is made, a jackpot determination random number judgment table is selected, and the big win lottery is performed using the selected jackpot determination random number judgment table and the obtained jackpot determination random number.
[0090] In a low probability game state, when the big prize lottery is started for the special 1 reserve and the special 2 reserve, the low probability jackpot determination random number judgment table is referenced. Here, in the simultaneous spin reference example, six setting values with different degrees of advantage are provided, and a low probability jackpot determination random number judgment table is provided for each setting value. During play, the setting value is set to one of the six levels, and the big prize lottery is performed by referring to the low probability jackpot determination random number judgment table corresponding to the currently set setting value (the registered setting value stored in the setting value buffer).
[0091] When the game is in a low probability game state and the setting value is set to 1 (registered setting value = 1), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table a shown in Figure 6 (a). According to this low probability jackpot determination random number determination table a, a jackpot is determined if the jackpot determination random number is between 10001 and 10218, a small jackpot is determined if the jackpot determination random number is between 20001 and 38996, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 300.6, and the small jackpot probability is approximately 1 / 3.45.
[0092] When the game is in a low probability game state and the setting value is set to 2 (registered setting value = 2), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table b shown in Figure 6 (b). According to this low probability jackpot determination random number determination table b, a jackpot is determined if the jackpot determination random number is between 10001 and 10225, a small jackpot is determined if the jackpot determination random number is between 20001 and 38996, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 291.2, and the small jackpot probability is approximately 1 / 3.45.
[0093] When the game is in a low probability game state and the setting value is set to 3 (registered setting value = 3), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table c shown in Figure 6 (c). According to this low probability jackpot determination random number determination table c, a jackpot is determined if the jackpot determination random number is between 10001 and 10232, a small jackpot is determined if the jackpot determination random number is between 20001 and 38996, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 282.4, and the small jackpot probability is approximately 1 / 3.45.
[0094] When the game is in a low probability game state and the setting value is set to 4 (registered setting value = 4), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table d shown in Figure 6 (d). According to this low probability jackpot determination random number determination table d, a jackpot is determined if the jackpot determination random number is between 10001 and 10239, a small jackpot is determined if the jackpot determination random number is between 20001 and 38996, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 274.2, and the small jackpot probability is approximately 1 / 3.45.
[0095] When the game is in a low probability game state and the setting value is set to 5 (registered setting value = 5), a lottery for a major role is performed by referring to the low probability jackpot determination random number determination table e shown in Figure 6 (e). According to this low probability jackpot determination random number determination table e, a jackpot is determined if the jackpot determination random number is between 10001 and 10246, a small jackpot is determined if the jackpot determination random number is between 20001 and 38996, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the probability of a jackpot is approximately 1 / 266.4, and the probability of a small jackpot is approximately 1 / 3.45.
[0096] When the game is in a low probability game state and the setting value is set to 6 (registered setting value = 6), a lottery for a major role 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, a jackpot is determined if the jackpot determination random number is between 10001 and 10253, a small jackpot is determined if the jackpot determination random number is between 20001 and 38996, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 259.0, and the small jackpot probability is approximately 1 / 3.45.
[0097] Figure 7 is a diagram illustrating a high probability jackpot determination random number judgment table for a simultaneous spin reference example. In a high probability game state, when a lottery for a major role is started 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 provided for each setting value, just like the low probability jackpot determination random number judgment table.
[0098] When the game is in a high probability game state and the setting value is set to 1 (registered setting value = 1), a lottery for a major role is performed by referring to the high probability jackpot determination random number determination table a shown in Figure 7(a). According to this high probability jackpot determination random number determination table a, a jackpot is determined if the jackpot determination random number is between 10001 and 10620, a small jackpot is determined if the jackpot determination random number is between 20001 and 38996, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the probability of a jackpot is approximately 1 / 105.7, and the probability of a small jackpot is approximately 1 / 3.45.
[0099] 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 win 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 determined 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, respectively, and the small jackpot probability is approximately 1 / 3.45.
[0100] As described above, the big prize lottery is conducted according to the registered setting value. At this time, the probability of winning the big prize differs according to the registered setting value, and when the registered setting value is large, it is easier to win the big prize than when the registered setting value 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, a small prize is not required, and only either a big prize or a loss may be determined in the big prize lottery.
[0101] Also, here, the probability of winning a jackpot in both the low-probability gaming state and the high-probability gaming state differs depending on the registered setting value, but it is also possible to make it so that only the probability of winning a jackpot in either the low-probability gaming state or the high-probability gaming state differs depending on the registered setting value.
[0102] 8 is a diagram illustrating a winning symbol random number determination table and a small winning symbol random number determination table according to a simultaneous spin reference example. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when a "big win" determination result 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 determination table. At this time, if the "big win" is won by the special 1 reservation, as shown in Figure 8 (a), the special 1 winning symbol random number determination table a is selected, and if the "big win" is won by the special 2 reservation, as shown in Figure 8 (b), the special 2 winning symbol random number determination table b is selected, and if the "small win" is won by the special 1 reservation, as shown in Figure 8 (c), the special 1 small win symbol random number determination table a is selected, and if the "small win" is won by the special 2 reservation, as shown in Figure 8 (d), the special 2 small win symbol random number determination table b is selected. Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when a big win judgment result is obtained, is called the big win symbol, the special symbol determined when a small win judgment result is obtained is called the small win symbol, and the special symbol determined when a loss judgment result is obtained is called the loss symbol.
[0103] 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), a big winning symbol (special symbols A to J) is determined as a special symbol according to the value of the acquired winning symbol random number. 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), a small winning symbol (special symbols Z1 to Z6) is determined as a special symbol according to the value of the acquired winning symbol random number.
[0104] In addition, if the result of the big role lottery is a "miss," when the result of the lottery is derived by special 1 reservation, special pattern X is determined as the missing pattern without drawing a lottery, and when the result of the lottery is derived by special 2 reservation, special pattern Y is determined as the missing pattern without drawing a lottery. In other words, the winning pattern random number determination table is referenced only when the result of the big role lottery is a "big win," and is not referenced when the result of the big role lottery is a "miss" or a "small win." In addition, the small win pattern random number determination table is referenced only when the result of the big role lottery is a "small win," and is not referenced when the result of the big role lottery is a "big win" or a "miss." In addition, the special patterns Z1 to Z6, which are small win patterns, are collectively referred to simply as special pattern Z.
[0105] FIG. 9(a) is a diagram illustrating a variation pattern random number determination table for a simultaneous spin reference example, and FIG. 9(b) is a diagram illustrating a variation time determination table for a simultaneous spin reference example. Note that multiple variation pattern random number determination tables are provided for each reserved type, special symbol lottery result (special symbol type), game status, number of variations, and even reserved number. Here, however, an arbitrary variation pattern random number determination table x will be described. Once the type of special symbol is determined as described above, one of the variation pattern numbers is determined based on the variation pattern random number determination table shown in FIG. 9(a) and the variation pattern random number ranging from 0 to 238 obtained when the gaming ball enters the first starting hole 120 or the second starting hole 122. Each of these variation pattern numbers is associated with a variation time, as shown in FIG. 9(b). This variation time is the time it takes for the determined special symbol to stop and be displayed on the first special symbol display 160 or the second special symbol display 162.
[0106] Although details will be described later, when a special symbol is determined based on the special 1 reservation and a variation pattern number, i.e., variation time, is determined, a variation display of the symbol is performed on the first special symbol display 160 for the determined variation time, and when the variation 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 a variation pattern number, i.e., variation time, is determined, a variation display of the symbol is performed on the second special symbol display 162 for the determined variation time, and when the variation 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 displayed in a static manner on the first special symbol display 160, a loss is confirmed as a result of the major role lottery, and the major role lottery based on the next special 1 reservation can be executed, and when a losing symbol is displayed in a static manner on the second special symbol display 162, a loss is confirmed as a result of the major role lottery, and the major role lottery based on the next special 2 reservation can be executed. On the other hand, when the 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 determined as a result of the big win lottery and a big win game is played, and when the small win symbol is stopped and displayed on the second special symbol display 162, a small win is determined as a result of the big win lottery and a small win game is played.
[0107] In this way, the fluctuation time defines the time for the variable display of the symbols on the first special symbol display device 160 or the second special symbol display device 162, in other words, the time until the result of the big role lottery is determined, but a plurality of fluctuation pattern random number determination tables for determining this fluctuation time are provided according to the reserved type, the result of the big role lottery (special symbol type), the game status, etc. As a result, even if the acquired value of the fluctuation pattern random number is the same, a different fluctuation pattern number, i.e., a different fluctuation time, will be determined depending on the selected fluctuation pattern random number determination table.
[0108] When the variation pattern number is determined in the above manner, a variation pattern command corresponding to the determined variation pattern number is transmitted to the sub-control board 330. In the sub-control board 330, the mode of variation performance is determined based on the received variation pattern command, but the details thereof will not be explained here.
[0109] FIG. 10 is a diagram illustrating the game states and variable times in a simultaneous spin reference example. As described above, a special game state and a 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 explained, there are two types of special game states: a low-probability game state and a high-probability game state, which differ in the probability of winning a jackpot. In addition, there are three types of normal game states: a non-time-saving game state, a medium-time-saving game state, and a time-saving game state, which differ in the ease (ball-entry frequency) of game balls entering the first variable start opening 120B.
[0110] Here, in normal play, the ease with which a gaming ball can enter the first variable start opening 120B is determined by three factors: winning probability, variable time, and opening time. As will be described in detail later, in normal play, when a gaming ball passes through gate 124 or enters normal opening 125, a normal reserve is stored. Then, based on the stored normal reserve, a normal lottery is held to determine whether or not to open movable piece 120b. The result of this normal lottery is determined after a predetermined variable time has elapsed. When a win is determined as a result of the normal lottery, movable piece 120b is opened. At this time, the winning probability in the normal lottery, variable time, and opening time for opening movable piece 120b are each set for each normal play state.
[0111] In the simultaneous spin reference example, as shown in Figure 10(a), six types of game states are provided by combining special game states and normal game states. The initial state of the gaming machine 100 is a low-probability game state and a non-time-saving game state. In the non-time-saving game state, the probability of winning in the normal lottery is low, the fluctuation time is long, and the opening time of the movable piece 120b is short. In the simultaneous spin reference example, a game state that combines a low-probability game state and a non-time-saving game state is called a normal state.
[0112] 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 fired appropriately, the game balls will gradually increase during play even if a jackpot is not won.
[0113] In addition, in the simultaneous spinning reference example, it 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 lottery is high, the fluctuation time is short, and the opening time of the movable piece 120b is long. Hereinafter, a game state in which the low probability game state and the time-saving game state are combined will be called a low probability time-saving state.
[0114] In addition, in the simultaneous spin reference example, a high probability game state and a time-saving game state may be set. Hereinafter, a game state in which a high probability game state and a time-saving game state are combined will be referred to as a high probability time-saving state or a high probability precursor state. The high probability time-saving state and the high probability precursor state will be described in detail later.
[0115] In addition, in the simultaneous spin reference example, a high-probability game state and a medium-time-shortened game state may be set. In the medium-time-shortened game state, the winning probability in the normal lottery is higher than in the non-time-shortened game state and lower than in the time-shortened 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 unforeseen event occurs, such as when the game ball is not launched properly. Hereinafter, a game state that combines a high-probability game state and a medium-time-shortened game state is referred to as a penalty state.
[0116] The sub-control board 330 is set with a presentation mode corresponding to the game status set on the main control board 300. The presentation mode determines the background image and background music displayed on the main presentation display unit 200a, and the content of the presentation differs for each presentation mode. In other words, the player can identify the current game status by the presentation mode.
[0117] As described above, in the simultaneous spin reference example, six game states are provided. Then, as shown in Figure 10 (b), a variation pattern random number determination table is selected 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 pattern, and the variation pattern number is determined by referring to the selected variation pattern random number determination table.
[0118] Here, in the gaming machine 100, an actual variable target is set for each gaming state. The actual variable target essentially indicates the type of reserve for which a big role lottery should be held, and for each gaming state, either the special 1 reserve or the special 2 reserve is set as the actual variable target. In the normal state, the special 1 reserve is set as the actual 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 rarely opened. Therefore, in the normal state, the player needs to launch the gaming ball toward the first gaming area 116a to cause the gaming ball to enter the first fixed start port 120A.
[0119] In the normal state, when a lottery for a major role is performed by the special 1 reserved, which is the actual variable target, and a losing symbol or a small winning symbol is determined, table A is selected as the variable pattern random number determination table. According to this table A, the variable time is determined within a range of 3 to 100 seconds. Also, in the normal state, when a lottery for a major role is performed by the special 1 reserved, and a big winning symbol is determined, table B is selected as the variable pattern random number determination table. According to this table B, the variable time is determined within a range of 40 to 100 seconds.
[0120] On the other hand, in the normal state, when a big role lottery is performed by the special 2 reserve, which is not actually subject to change, regardless of the determined symbol type, table C is selected as the change pattern random number determination table. According to this table C, the change time is always determined to be 10 minutes. 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 a game ball into the second starting hole 122, the chances of executing a big role lottery based on the special 2 reserve become extremely low.
[0121] Specifically, the second start opening 122 is provided in the second game area 116b, and is configured as a fixed start opening that always allows game balls to enter. Furthermore, due to the gameplay characteristics of the gaming machine 100, the second start opening 122 is located in a position where game balls can enter more easily than the first start opening 120. Therefore, if the fluctuation time for the special 2 reserve is set to a short time in the normal state, the player will be given more opportunities than necessary to win the big prize lottery. Therefore, in accordance with the original gameplay characteristics in the normal state, the fluctuation time is set to a long time, such as 10 minutes, to appropriately launch game balls toward the first game area 116a.
[0122] In the most advantageous state, the special 2 reserve is set as the actual variable. Therefore, in the most advantageous state, the player must launch the game ball toward the second game area 116b to cause the game ball to enter the second starting hole 122. In the most advantageous state, when a major role lottery is performed using the special 1 reserve, which is not an actual variable, regardless of the determined symbol type, Table D is selected as the variable pattern random number determination table. According to this Table D, the variable time is always set to 10 seconds. Note that when a major role lottery is performed using the special 1 reserve, which is not an actual variable, in the most advantageous state, the impact on gameplay is smaller than when a major role lottery is performed using the special 2 reserve, which is not an actual variable in the normal state. Therefore, in the most advantageous state, the variable time when a major role lottery is performed using the special 1 reserve, which is not an actual variable, is set to a short 10 seconds.
[0123] In the most advantageous state, when a lottery for a major role is performed by the special 2 reserved, which is the actual variable target, and a losing symbol or a small winning symbol is determined, table E is selected as the variable pattern random number determination table. According to this table E, the variable time is determined within the range of 1 second to 3 seconds. Also, in the most advantageous state, when a lottery for a major role is performed by the special 2 reserved, and a big winning symbol is determined, table F is selected as the variable pattern random number determination table. According to this table F, the variable time is determined within the range of 3 seconds to 10 seconds.
[0124] In both the low-probability time-saving state and the high-probability time-saving state, the special 1 reserve is set as the actual variable variable. Furthermore, 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 must launch the game ball toward the second game area 116b to cause the game ball to enter the first variable start port 120B. In both game states, the same variable variable random number determination 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, a lottery for a major role is performed using the special 1 reserve, which is the actual variable variable, and when a losing symbol or a small winning symbol is determined, table G is selected as the variable variable random number determination table. According to this table G, a variable variable time of one second is always determined. In addition, in the low probability time-saving state and the high probability time-saving state, when the big role lottery is performed by the special 1 reservation and the big winning pattern is determined, table H is selected as the fluctuation pattern random number judgment table. According to this table H, the fluctuation time is always determined to be 30 seconds.
[0125] In the high-probability premonition state, the special 1 reserve is set as the actual variable variable. 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 the open state. Therefore, in the high-probability premonition state, the player must launch the game ball toward the second game area 116b to cause the game ball to enter the first variable start port 120B. In the high-probability premonition state, a lottery for a major prize is performed using the special 1 reserve, which is the actual variable variable. When a losing symbol or a small winning symbol is determined, Table J is selected as the variable pattern random number determination table. According to Table J, the variable time is determined within a range of 3 to 10 seconds. Also, in the high-probability premonition state, a lottery for a major prize is performed using the special 1 reserve, and when a winning symbol is determined, Table K is selected as the variable pattern random number determination table. According to Table K, the variable time is always determined to be 30 seconds.
[0126] On the other hand, in the low-probability time-saving state, high-probability time-saving state, and high-probability precursor state, i.e., when the normal game state is in the time-saving game state, if a lottery for a major role is performed by a special 2 reserve that is not actually subject to fluctuation, a different fluctuation pattern random number determination table is selected depending on the number of fluctuations related to the special 2 reserve since the game state was set (the number of times the pattern fluctuations are displayed on the second special pattern display 162; hereinafter referred to as the "second fluctuation number"). Specifically, if the second fluctuation number since the time-saving game state was set is four or less, a special table is selected as the fluctuation pattern random number determination table regardless of the determined pattern type. According to this special table, the fluctuation time is always determined to be one minute. In contrast, if the second fluctuation number since the time-saving game state was set is five or more, Table I is selected as the fluctuation pattern random number determination table regardless of the determined pattern type. According to this Table I, the fluctuation time is always determined to be ten minutes.
[0127] In the penalty state, the special 1 reserved symbol is set as the actual variable variable. Also, in the penalty state, the normal game state is set as the medium time-saving game state, and the first variable start port 120B is controlled to an open state at a fixed frequency. Therefore, in the penalty state, the player must launch the game ball toward the second game area 116b to cause the game ball to enter the first variable start port 120B. In the penalty state, a lottery for a major prize is performed using the special 1 reserved symbol, which is the actual variable variable. When a losing symbol or a small winning symbol is determined, Table L is selected as the variable pattern random number determination table. According to Table L, the variable time is determined within a range of 3 to 100 seconds. Also, in the penalty state, a lottery for a major prize is performed using the special 1 reserved symbol, and when a winning symbol is determined, Table M is selected as the variable pattern random number determination table. According to Table M, the variable time is determined within a range of 40 to 100 seconds.
[0128] On the other hand, in the penalty state, when a big role lottery is performed by a special 2 reserve that is not actually subject to change, regardless of the determined symbol type, table N is selected as the change pattern random number determination table. According to this table N, the change time is always determined to be 10 minutes.
[0129] As described above, a real variable is set for each game state, and when a lottery for a major role based on a reserved type that is a real variable is performed, the maximum variable time is 100 seconds. On the other hand, when a lottery for a major role based on a reserved type that is not a real variable is performed, the variable time is approximately 10 minutes, so that a game that goes against the original nature of the game is not played.
[0130] In the simultaneous spinning reference example, a case will be described in which the average fluctuation time of the high-probability time-shortening state (second period) is shorter than the average fluctuation time of the high-probability precursor state (first period), but the average fluctuation time of the high-probability time-shortening state (second period) may be longer than the average fluctuation time of the high-probability precursor state (first period). In other words, the average fluctuation time of the high-probability time-shortening state (second period) and the average fluctuation time of the high-probability precursor state (first period) may be different.
[0131] FIG. 11 is a first diagram illustrating a special electric device activation ram set table for a simultaneous spin reference example, and FIG. 12 is a second diagram illustrating a special electric device activation ram set table for a simultaneous spin reference example. The special electric device activation ram set table stores various data for controlling a big prize game or a small prize game. During a big prize game or a small prize game, the first big prize opening solenoid 126c or the second big prize opening solenoid 128c is energized and controlled by referring to the special electric device activation ram set table. In practice, multiple special electric device activation ram set tables are provided for each type of special symbol (big prize symbol and small prize symbol), and a corresponding table is set at the start of a big prize game or a small prize game depending on the type of special symbol determined. However, for the sake of convenience, the control data for the special symbol is shown here for each symbol type.
[0132] As shown in FIG. 11, the big prize game is composed of multiple round games in which the big prize opening is opened and closed a predetermined number of times, and the small prize game is played only once. 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 major win play or small win 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 energization time (the energization 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 specified number (the maximum number of wins that can be won 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 below) is resumed) are pre-stored as control data for each type of special pattern as shown in the figure.
[0133] 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 rounds of play is executed. In this big prize game, the first big prize opening 126 is opened only once each in the first to fourth rounds of play. In each round of play, the first big prize opening 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 opening 126 is closed and one round of play ends.
[0134] Furthermore, 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 opening 126 is opened only once each in the first to tenth rounds of play. In each round of play, the first big prize opening 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 opening 126 is closed and one round of play ends.
[0135] 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 once for 0.1 seconds in one round game.
[0136] 12, if a jackpot is won by the special 2 reserve and the special symbols F, G, and I are determined as the jackpot symbols, a big prize game consisting of four rounds of play is executed. In this big prize game, the first big prize opening 126 is opened only once each in the first to fourth rounds of play. In each round of play, the first big prize opening 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 opening 126 is closed and one round of play ends.
[0137] Furthermore, if a jackpot is won by the special 2 reserve 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 opening 126 is opened only once each in the first to tenth rounds of play. In each round of play, the first big prize opening 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 opening 126 is closed and one round of play ends.
[0138] Furthermore, if a small prize is won by the special 2 reserve and a special symbol Z4 to Z6 is determined as the small prize symbol, a small prize game consisting of one round of play 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 twice in 0.1 seconds in one round of play. The in-round interval time, 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 balls are launched at intervals of 0.6 seconds at the shortest, the probability that a 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 interval between launches of the game balls.
[0139] However, in the simultaneous spinning 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 when the movable piece 128b transitions to an open state, the game balls that have accumulated on the movable piece 128b are guided into the second large prize opening 128. Therefore, when the second large prize opening 128 is opened twice every 0.1 seconds, an average of 2 to 3 game balls enter the second large prize opening 128.
[0140] In addition, in a small win game when the special symbol Z5 is determined as the small win symbol, the second large prize opening 128 is opened 0.1 seconds x 3 times in one round of play. In this case, the interval time during the round is set to 0.84 seconds. In this small win game, an average of 3 to 4 game balls enter the second large prize opening 128.
[0141] 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 12 times in 0.1 seconds during 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 cause a specified number of game balls (for example, 10 balls) to enter the second large prize opening 128.
[0142] 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 game balls fired and the number of prize balls paid out. For this reason, in the simultaneous spin reference example, special symbols Z4 that are opened twice for 0.1 seconds in small win games and special symbols Z5 that are opened three times for 0.1 seconds in small win games are provided, and the firing prize ball ratio can be easily adjusted and changed simply by changing the selection ratio of these symbols.
[0143] 13 is a diagram illustrating a game state setting table for setting the game state after the end of a big role game in a simultaneous spin reference example. In the simultaneous spin reference example, when a big role game is executed, the game state setting table is referenced and the game state after the end of the big role game is set according to the game state at the time of winning the big prize, the reserved type, and the type of special symbol (big prize symbol).
[0144] If the game state at the time of winning a jackpot is normal or penalty, and a jackpot is won through a special 1 reserve, which is essentially subject to change, the game state after the big win is set according to the type of jackpot symbol. Specifically, if special symbol A is determined as the jackpot symbol, the game 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") is set to 100. This means that the time-saving game state continues until 100 big win lotteries have been drawn. However, the above-mentioned time-saving number indicates the maximum number of times the time-saving game state of 1 can continue. If a jackpot is won before the above number of times is reached, the game state will be set again. Therefore, when the time-saving game state is set after the end of the big win game, if a lottery result other than a jackpot is derived 100 times without a jackpot result being derived in the time-saving game state, the game state will be changed to a non-time-saving game state (normal state).
[0145] Furthermore, if special patterns B or D are determined as the jackpot pattern, 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 number of high-probability plays, and the high-probability game state continues until the next jackpot is won. Furthermore, "next" is set as the number of time-saving plays, and the time-saving game state continues until the next jackpot is won. Therefore, if special patterns B or D are determined, the high-probability time-saving state will continue after the big win play until the next jackpot is won.
[0146] Furthermore, if special symbols C or E are determined as the jackpot symbol, the machine 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. If special symbols C or 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 special symbols C or 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.
[0147] Also, if the game state at the time of winning a 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 game 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). Also, 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 number of high probability wins and the number of time-saving wins are both set to "next time."
[0148] Also, if the game state at the time of winning the jackpot is the most advantageous state, and the jackpot is won by a special 1 reserve that is not actually subject to change, the game state after the big win is set as follows. That is, if 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. Also, if special symbols B to E are determined as the jackpot symbol, the game state after the big win is set in the same way as the normal state and penalty state.
[0149] On the other hand, if the game state at the time of winning the jackpot is the most advantageous state, and the jackpot is won by the special 2 reserve, which is essentially subject to change, the game state after the big win game is set as follows. That is, if the special symbol F 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. Also, if the special symbol G or I is determined as the jackpot symbol, 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."
[0150] In addition, if the special symbols H and J are determined as the jackpot symbols, the machine will be set to a high probability premonition state (the special game state will be a high probability game state, and the normal game state will be a time-saving game state). At this time, the number of high probability wins will be set to "next time" and the number of time-saving wins will be set to 100.
[0151] In addition, if the game state at the time of winning the jackpot is a low probability time-shortening state, a high probability time-shortening state, or a high probability precursor state, that is, if the normal game state is a time-shortening game state, the game state after the big win is set to the same as the normal state or the penalty state.
[0152] 14 is a diagram illustrating a winning determination random number judgment table for 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 actuation port 125, a normal symbol determination process (hereinafter referred to as "normal symbol lottery") is performed, which is associated with whether or not to control the energization of the movable piece 120b of the first variable start port 120B.
[0153] As will be described in more detail later, when a gaming ball passes through gate 124 or enters normal map operation port 125, a winning determination random number from the range of 0 to 99 is obtained, and this random number value is stored in the normal map reserve memory area of main RAM 300c, up to a maximum of four. In other words, the normal map reserve memory area has four memory units for saving winning determination random numbers. Therefore, if a gaming ball passes through gate 124 or enters normal map operation port 125 while winning determination random numbers are stored in all four memory units of the normal map reserve memory area, no winning determination random number will be stored based on the passage of the gaming ball. Hereinafter, the winning determination random number stored in the normal map reserve memory area when a gaming ball passes through gate 124 or enters normal map operation port 125 will be referred to as a normal map reserve.
[0154] When the normal game state is in the non-time-saving game state and the normal symbol lottery is started, a win determination random number determination table for the non-time-saving game state is referenced, as shown in FIG. 14(a). According to this win determination random number determination table for the non-time-saving game state, if the win determination random number is 0, a winning symbol is determined as the type of normal symbol, and if the win determination random number is 1 to 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability of determining a winning symbol in the non-time-saving game state, i.e., 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.
[0155] Also, when the normal symbol lottery is started in the intermediate time-shortened gaming state, a winning symbol determination random number judgment table for the intermediate time-shortened gaming state is referenced, as shown in Figure 14(b). According to this winning symbol determination random number judgment table for the intermediate time-shortened gaming state, if the winning symbol determination random number is 0 to 49, a winning symbol is determined as the type of normal symbol, and if the winning symbol determination random number is 50 to 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability of determining a winning symbol in the intermediate time-shortened gaming state, i.e., the probability of winning, is 50 / 100.
[0156] Also, when the normal symbol lottery is started in the time-saving gaming state, a time-saving gaming state winning determination random number determination table is referenced, as shown in Figure 14(c). According to this time-saving gaming state winning determination random number determination table, if the winning determination random number is 0 to 98, a winning symbol is determined as the type of normal symbol, and if the winning determination random number is 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability of determining a winning symbol in the time-saving gaming state, i.e., the probability of winning, is 99 / 100.
[0157] FIG. 15(a) is a diagram illustrating a normal symbol variation time data table for a simultaneous spin reference example, and FIG. 15(b) is a diagram illustrating an opening / closing control pattern table for a simultaneous spin reference example. As described above, when a normal symbol lottery is conducted, the normal symbol variation time is determined. The normal symbol variation time data table is referenced when determining the normal symbol variation time when a winning or losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, the variation time is determined to be 10 seconds when the game state is set to a non-time-saving game state or a medium-time-saving game state, and the variation time is determined to be 1 second when the game state is set to a time-saving game state. Once the variation time is determined in this manner, the normal symbol display 168 displays a variable (blinking) display for the determined time. When a winning symbol is determined, the normal symbol display 168 lights up, and when a losing symbol is determined, the normal symbol display 168 turns off.
[0158] Then, when a winning symbol is determined by the normal symbol lottery and the normal symbol display 168 lights up, the movable piece 120b of the first variable start opening 120B is controlled to energize by referring to the opening / closing control pattern table, as shown in Figure 15 (b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when energization of the normal electric accessory solenoid 120c begins.
[0159] When a winning symbol is determined, as shown in FIG. 15(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 begins to open), the maximum number of times the normal electric role is switched on and off (number of times the first variable start port 120B is opened), the solenoid power supply time (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 per time), the specified number (the maximum number of winning entries into the first variable start port 120B while the first variable start port 120B is fully open), 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 waiting time (waiting time until the variable display of the normal pattern described below is resumed after the normal power effective state time has elapsed) are pre-stored as control data for the first variable start port 120B for each game state, as shown in the figure.
[0160] In this way, by setting the winning probability of the normal symbol, the variable time and the opening time, as shown in the lower part of Figure 15(b), the ratio of prize balls fired (the ratio of the number of prize balls that enter the first variable start port 120B, the second start port 122, the normal symbol operating port 125 and the large prize 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 game state, number of balls fired: number of prize balls = 100:40 in the intermediate time-saving game state, and number of balls fired: number of prize balls = 100:99 in the time-saving game state.
[0161] The opening and closing conditions for the first variable start opening 120B prescribe three elements: the probability of winning a normal symbol, the time for which the normal symbol is displayed in a variable manner, 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 for which the normal symbol is displayed in a variable manner, 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 prize ball firing 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 merely an example, and it is sufficient to combine the three elements so that the prize ball firing ratio is higher in the time-saving game state than in the non-time-saving game state.
[0162] FIG. 16 is a diagram illustrating the transition of game states in accordance with the original gameplay characteristics of the simultaneous spin reference example. With the above configuration, the gaming machine 100 achieves the following gameplay characteristics. Here, we will explain the case where the registered setting value is set to "1." First, the gaming machine 100 is initially set to the normal state shown in FIG. 16(a). In the normal state, the actual variable target is set to special 1 reserve, so the player launches the game ball toward the first game area 116a to enter the first fixed start opening 120A. Since the first game area 116a is located on the left side of the game board 108, the player will perform a so-called "left shot" in the normal state.
[0163] When a game ball enters the first fixed starting hole 120A, a special 1 reserve is stored in the first special symbol reserve memory area. The special 1 reserves stored in the first special symbol reserve memory area are read out sequentially when the starting conditions are met, and a big prize lottery is held based on the read special 1 reserves. At this time, the probability of winning a jackpot is set to approximately 1 / 300.6. Under normal circumstances, the game is played with the goal of winning a jackpot in the big prize lottery based on this special 1 reserve. Note that when a game ball is fired toward the first game area 116a, the firing prize ball ratio is set to 100:20, and the game balls will decrease during play.
[0164] Then, in the normal state, if a jackpot is won in the big prize lottery by the special 1 reservation, a big prize game is executed. In this big prize game, a round game in which the first big prize opening 126 is opened is executed four or ten times, and the player can win prize balls for four or ten rounds. And, if a jackpot is won by the special 1 reservation, one of the special symbols A to E is determined as the jackpot symbol.
[0165] In the normal state, if the jackpot symbol stopped and displayed on the first special symbol display 160 is special symbol A, the game state after the big win game will be the low-probability time-saving state shown in FIG. 16(b). When a jackpot is won with special symbol 1 reserved, there is a 30% probability that special symbol A will be determined as the jackpot symbol. 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 special symbol 1 reserved, but because the normal game state is the time-saving game state, the player will hit the ball to the right, aiming at the second game area 116b, in order to get the game ball to enter the first variable start port 120B.
[0166] In other words, in this low-probability time-saving state, just like in the normal state, the player plays with the goal of winning the jackpot in the lottery based on the special 1 reserved bonus. In the low-probability time-saving state, the probability of winning the jackpot is approximately 1 / 300.6, but because the normal game state is a time-saving game state, the movable piece 120b frequently opens. Therefore, the ratio of fired balls is 100:99, allowing the player to aim for a jackpot while reducing the consumption of game balls.
[0167] When the game transitions to 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 transition back to the normal state (time-saving exit).
[0168] Also, in the normal state, if the jackpot symbol displayed on the first special symbol display 160 is special symbol B or D, the game state after the big win game will be the high-probability time-saving state shown in FIG. 16(c). When a jackpot is won with special symbol 1 reserved, there is a 35% probability that special symbol B or D will be determined as the jackpot symbol. 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 special symbol 1 reserved, but because the normal game state is the time-saving game state, the player will hit the ball to the right, aiming at the second game area 116b, in order to get the game ball to enter the first variable start port 120B.
[0169] In other words, in this high-probability time-saving state, just like in the normal state, the player plays with the goal of winning the jackpot in the lottery based on the special 1 reserved ball. In the high-probability time-saving state, the probability of winning a jackpot is approximately 1 / 105.7, and since the normal game state is a time-saving game state, the movable piece 120b frequently opens. Therefore, the ratio of fired balls is 100:99, allowing the player to play the lottery for the jackpot while reducing the consumption of game balls. Therefore, in the high-probability time-saving state, the player is essentially guaranteed to win the next jackpot.
[0170] Also, in the normal state, if the jackpot symbol displayed on the first special symbol display 160 is the special symbol C or E, the game state after the big win game will be the high probability premonition state shown in FIG. 16(d). When a jackpot is won with the special symbol 1 reserved, there is a 35% probability that the special symbol C or E will be determined as the jackpot symbol. 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 symbol 1 reserved, but because the normal game state is the time-saving game state, the player will hit the ball to the right, aiming at the second game area 116b, in order to get the game ball to enter the first variable start port 120B.
[0171] If the special symbols C or E are determined, the game enters a high-probability premonition state, and the time-saving count is set to 100. When the number of variations after the big win 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 FIG. 16(e) upon the time-saving end. As will be described in detail later, in the most advantageous state, the number of game balls can be increased simply by continuing to fire game balls toward the second game area 116b. Therefore, in the high-probability premonition state, the objective of the game is not to win a jackpot, but to end the time-saving game without winning a jackpot.
[0172] According to the special 1 reserve, which is the actual variable target in the high-probability precursor 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 win game, and the game state after the big win game becomes the low-probability time-saving state shown in Figure 16 (b). Furthermore, when special symbols B or D are determined, four or ten rounds of play are executed in the big win game, and the game state after the big win game becomes the high-probability time-saving state. Furthermore, when special symbols C or E are determined, four or ten rounds of play are executed in the big win game, and the game state after the big win game becomes the high-probability precursor state.
[0173] In the most advantageous state, when a game ball enters the second start hole 122, a special 2 reserve is stored in the second special symbol reserve memory area. The special 2 reserves stored in the second special symbol reserve memory area are read out sequentially when the start conditions are met, and a lottery for a major prize is held based on the read special 2 reserves. At this time, the probability of winning a big prize is set to approximately 1 / 105.7, and the probability of winning a small prize is set to approximately 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 major prize based on this special 2 reserve.
[0174] Specifically, when gaming balls are launched into the second gaming area 116b, the ratio of prize balls paid out when gaming balls enter the second starting slot 122 to the number of launched balls is set to approximately 100:60-80. In the most advantageous state, the probability of winning a small prize in the large prize lottery using the special 2 reserved symbol is approximately 1 in 3.45, so small prize games are frequently played. Here, when a small prize is won using the special 2 reserved symbol, small prize symbols Z4 to Z6 are determined. As described above, in a small prize game in which the small prize symbol Z4 is stopped and displayed on the second special symbol display 162, an average of 2 to 3 gaming balls enter the second large prize slot 128. In a small prize game in which the small prize symbol Z5 is stopped and displayed on the second special symbol display 162, an average of 3 to 4 gaming balls enter the second large prize slot 128. Furthermore, in a small win game when the small win symbol Z6 is stopped and displayed on the second special symbol display 162, almost the specified number of game balls enter the second large winning hole 128.
[0175] When a game ball enters the second large prize opening 128, for example, 15 prize balls are paid out for each game ball that enters. As a result, in the most advantageous state, the fired 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.
[0176] 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 a 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 essentially guaranteed to be won.
[0177] According to the special 2 reserve, which is the actual variable target in this most advantageous state, when a jackpot is won, special symbols F to J are determined as the jackpot symbol. If 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 Figure 16 (b). Also, if 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. Also, if 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 precursor state.
[0178] Since the most advantageous state is extremely advantageous compared to other game states, the ultimate goal of playing in the gaming machine 100 is to transition the game state to the most advantageous state. As described above, the game first starts in the normal state, but the game does not transition from this normal state to the most advantageous state in one go. Therefore, the transition route to the most advantageous state in the gaming machine 100 is a transition route that transitions to the most advantageous state via a high probability precursor state.
[0179] Furthermore, in the simultaneous spin reference example, aside from the time reduction in the high probability premonition state, winning a specific small win symbol 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 reserve, which is the actual variable subject in the high probability premonition state, the small win symbol is determined as the special symbol Z1 with a probability of 1%, the special symbol Z2 with a probability of 69%, and the special symbol Z3 with a probability of 30% (see Figure 8(c)).
[0180] At this time, if 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 shifts to the most advantageous state.
[0181] In this way, since the most advantageous state is entered by winning a specific small prize, a sense of expectation and tension is always given to the player, compared to when the most advantageous state is entered only when the number of fluctuations reaches a specified number (100 times).
[0182] 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 jackpot is approximately 1 in 3.45. Therefore, even in the high-probability premonition state, high-probability time-saving state, and low-probability time-saving state, small jackpot games are frequently executed, just like 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 in detail later, even during small jackpot games, the normal game state is maintained in a time-saving game state. Therefore, although the second large prize winning port 128 is opened during small jackpot games, the first variable start port 120B is also opened during this time.
[0183] As described above, the first variable start opening 120B is located above the second large winning opening 128, and furthermore, in the time-shortened game state, the opening time of the first variable start opening 120B is extremely longer than the opening time of the second large winning opening 128. Therefore, in the high-probability precursor state, high-probability time-shortened state, and low-probability time-shortened 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 precursor state, high-probability time-shortened state, and low-probability time-shortened state, unlike the most advantageous state, the number of game balls gradually decreases even if a right hit is made during play.
[0184] As described above, when the game progresses according to the actual variable targets in accordance with the original gameplay, if a jackpot 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, or high-probability precursor state. The high-probability time-saving state and the high-probability precursor 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 jackpot is won, whereas the high-probability precursor state differs in that the game state transitions to the most advantageous state when a specific small win (special symbol Z1) is won or the time-saving state ends.
[0185] Also, in the high probability time-saving state, the fluctuation time at the time of a small win or a miss is set to 1 second, whereas in the high probability premonition state, the fluctuation time at the time of a small win or a miss is set within a range of 3 to 10 seconds (see Figure 10(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.
[0186] Therefore, in the high-probability time-saving state, the fluctuation time during small wins and misses is relatively short, so the actual variable targets can be consumed at high speed until a jackpot is won. While a detailed explanation will be omitted, during the special symbol fluctuation time, the sub-control board 330 displays the variable display of the effect symbols 210a, 210b, and 210c. In the high-probability time-saving state, the variable display of the effect symbols 210a, 210b, and 210c also becomes relatively short. Therefore, in the high-probability time-saving state, as long as the special 1 reserve continues to be stored, the special 1 reserve (the variable display of the effect symbols 210a, 210b, and 210c) continues to be consumed at high speed, shortening the time until a jackpot is won and allowing the player to play until the next jackpot without (reducing) stress.
[0187] 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 effect of whether or not to transition to the most advantageous state. Therefore, the player can play while expecting that the transition to the most advantageous state will occur.
[0188] 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, reducing stress on the player. 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 an effect that determines whether or not the state will transition to the most advantageous state, thereby creating a sense of expectation and tension for the player.
[0189] 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.
[0190] FIG. 17 is a diagram illustrating the transition of game states when gameplay is not performed properly in the simultaneous spin reference example. As described above, in the gaming machine 100, the display of the variable symbols on the first special symbol display 160 and the display of the variable symbols on the second special symbol display 162 are performed simultaneously in parallel. In this case, if a large prize lottery is performed based on a reserved symbol other than the actual variable prize, and there is a possibility that the player may suffer a disadvantage, the variable time is set to a long time, such as 10 minutes. However, after a large prize lottery is performed based on a reserved symbol other than the actual variable prize, for example, if the player interrupts play, a large prize may be confirmed based on the reserved symbol other than the actual variable prize. In this case, the game state transitions as shown in FIG. 17.
[0191] The main processing of the main control board 300 for realizing the above-mentioned gameplay will be explained below.
[0192] 18 is a diagram illustrating the gaming machine status flag according to the simultaneous spin reference example. In the main control board 300, the gaming machine status flag controls whether or not a game can be played. The gaming machine status flag is set to one of six flag values from 00H to 05H. A 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.
[0193] A flag value of 01H for the gaming machine status flag indicates a setting change state, and when the gaming machine status flag is 01H, it is possible to change the registered setting value. A flag value of 02H for the gaming machine status flag 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. A flag value of 03H for the gaming machine status flag indicates a setting abnormality state, and when the gaming machine status flag is 03H, the registered setting value is considered abnormal and game play is stopped. A flag value of 04H for the gaming machine status flag indicates a RAM abnormality state, and when the gaming machine status flag is 04H, game play is stopped. A flag value of 05H for the gaming machine status flag indicates a checksum abnormality state, and when the gaming machine status flag is 05H, game play is stopped. When the power is turned on, the gaming machine status flag is set to one of the flag values, and processing according to the gaming machine status flag is performed.
[0194] (CPU initialization process of main control board 300) Figure 19 is a first flowchart explaining the CPU initialization processing in the main control board 300 relating to the simultaneous rotation reference example, and Figure 20 is a second flowchart explaining the CPU initialization processing in the main control board 300 relating to the simultaneous rotation reference example.
[0195] 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).
[0196] (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 required to execute various processes.
[0197] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.
[0198] (Step S100-5) The main CPU 300a determines whether a power-off warning signal has been detected. The main control board 300 is provided with a power-off detection circuit, which outputs a power-off warning signal when the power supply voltage drops below a predetermined value. 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.
[0199] (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.
[0200] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.
[0201] (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.
[0202] (Step S100-13) The main CPU 300a calculates the checksum and determines whether the calculated checksum matches the checksum saved at the time of power-off (is normal) and whether the backup flag is normal. If the main CPU 300a determines that the backup flag and checksum are normal, it proceeds to step S100-15. If it determines that either or both of them are abnormal, it proceeds to step S100-25.
[0203] (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.
[0204] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal has been input from the RAM clear switch 182s (whether the RAM clear button has been pressed). If it is determined that a RAM clear operation signal has been input, the main CPU 300a proceeds to step S100-31, and if it is determined that a RAM clear operation signal has not been input, the main CPU 300a proceeds to step S100-19.
[0205] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine status flag loaded in step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. If it is determined that all three conditions are met, the process proceeds to step S100-21. If it is determined that any one of the three conditions is not met, the process proceeds to step S100-23.
[0206] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (setting confirmation status). That is, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s on, and the RAM clear button not pressed, the setting confirmation status is entered.
[0207] (Step S100-23) The main CPU 300a executes initialization processing to clear the areas of the main RAM 300c that are to be cleared when the power is restored, which are areas after the start address set in step S100-15, and then proceeds to step S100-49.
[0208] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0209] (Step S100-27) The main CPU 300a performs an outside area read / write check process that checks and clears the read / write memory in the unused area.
[0210] (Step S100-29) The main CPU 300a sets an address including the set value and the gaming machine status flag as the first address to be cleared in the main RAM 300c.
[0211] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.
[0212] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in step S100-31 is normal. If it is determined to be normal, the process proceeds to step S100-37. If it is determined to be abnormal, the process proceeds to step S100-35.
[0213] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and moves the process to step S100-45.
[0214] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. If it is determined that 02H is set, the process proceeds to step S100-39. If it is determined that 02H is not set, the process proceeds to step S100-41.
[0215] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.
[0216] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. If it is determined that the setting change conditions are met, the process proceeds to step S100-43. If it is determined that the setting change conditions are not met, the process proceeds to step S100-45. Note that the setting change conditions here include at least the following: the setting change switch 180s is on; the middle frame 104 is open; and a RAM clear operation signal is input from the RAM clear switch 182s.
[0217] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.
[0218] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.
[0219] (Step S100-47) The main CPU 300a executes initialization processing to clear the items in the main RAM 300c that are to be cleared when the RAM is cleared, and then proceeds to step S100-49.
[0220] (Step S100-49) The main CPU 300a performs a transmission process (storing the RAM clear command in a transmission buffer) of a dispensing command (RAM clear command) to notify the dispensing control board 310 that the main RAM 300c has been cleared.
[0221] (Step S100-51) The main CPU 300a loads the gaming machine status flag.
[0222] (Step S100-53) The main CPU 300a determines whether the gaming machine status flag loaded in step S100-51 is 00H (playable state). If it is determined that the flag is 00H, the process proceeds to step S110. If it is determined that the flag is not 00H, the process proceeds to step S100-55.
[0223] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.
[0224] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .
[0225] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0226] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0227] (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 used to determine 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 update process of the winning symbol random number described later, the winning symbol random number will be updated to the initial value update random number for the winning symbol random number at that time.
[0228] (Step S100-63) The main CPU 300a analyzes the received data (main command) received from the dispensing control board 310, and executes various processes according to the received data.
[0229] (Step S100-65) The main CPU 300 a performs processing to transmit the sub-commands stored in the transmission buffer to the sub-control board 330 .
[0230] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.
[0231] (Step S100-69) The main CPU 300a updates the reach group determination random number, reach mode determination random number, and variation pattern random number, and thereafter repeats the process from step S100-59. Note that, hereinafter, the reach group determination random number, reach mode determination random number, and variation pattern random number for determining the variation presentation pattern are collectively referred to as variation presentation random numbers.
[0232] FIG. 21 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300 according to the simultaneous rotation reference example.
[0233] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.
[0234] (Step S110-3) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .
[0235] (Step S110-5) The main CPU 300a performs a model command setting process to set a model command indicating model information of the gaming machine 100 in a transmission buffer.
[0236] (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.
[0237] (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 the transmission buffer.
[0238] (Step S110-11) The main CPU 300a performs a special 2 reserve designation command setting process to set a special 2 reserve designation command indicating the special 2 reserve number in the transmission buffer.
[0239] (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.
[0240] (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.
[0241] (Step S110-17) The main CPU 300a performs a special game phase designation command setting process to set 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.
[0242] (Step S110-19) The main CPU 300a determines whether the special game management phase is in a special symbol change waiting state. If it is determined that the special symbol change waiting state is in effect, the main CPU 300a proceeds to step S110-21, and if it is determined that the special symbol change waiting state is not in effect, the sub-command group set process is terminated.
[0243] (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.
[0244] Next, a description will be given of interrupt processing in the main control board 300. Here, a description will be given of power-off save processing (XINT interrupt processing) and timer interrupt processing.
[0245] (Main control board 300 power off evacuation process (XINT interrupt process)) 22 is a flowchart illustrating 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 drops below a predetermined value, it interrupts the CPU initialization process and executes the power-off save process.
[0246] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.
[0247] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0248] (Step S300-5) The 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.
[0249] (Step S300-7) The main CPU 300a restores the register.
[0250] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.
[0251] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0252] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.
[0253] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.
[0254] (Step S300-17) The main CPU 300a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.
[0255] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0256] (Step S300-21) The 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 S300-17. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-23.
[0257] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.
[0258] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is 0. If it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the CPU initialization process (step S100) described above.
[0259] In addition, if a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are being looped.
[0260] (Timer interrupt processing of main control board 300) 23 is a flowchart illustrating 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, an interrupt occurs in the CPU initialization process (step S100), and the following timer interrupt processing is executed.
[0261] (Step S400-1) The main CPU 300a saves the registers.
[0262] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.
[0263] (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 that controls the lighting of the first special pattern display 160, the second special pattern display 162, the first special pattern reserve display 164, the second special pattern reserve display 166, the normal pattern display 168, the normal pattern reserve display 170, the right hit notification display 172, and the performance display monitor 184.
[0264] (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 status.
[0265] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.
[0266] (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.
[0267] (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 S400-27. If it is determined that the flag value is not equal to or greater than 03H, the process proceeds to step S450.
[0268] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.
[0269] (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 each time the main control board 300 executes a timer interrupt process, and the decrement stops when the counter reaches 0.
[0270] (Step S400-17) The main CPU 300a executes the update process of the initial value update random number for the winning symbol random number, similar to the above step S100-61.
[0271] (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.
[0272] Although a detailed explanation will be omitted, in the simultaneous spinning reference example, the jackpot determination random number and the winning 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 winning determination random number according to certain rules, automatically changing the random number sequence every time the random number sequence completes one cycle, and also changing the start value every time the system is reset.
[0273] (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.
[0274] (Step S600) The main CPU 300a executes a special game management process for controlling the progress of the special game, which will be described in detail later.
[0275] (Step S700) The main CPU 300a executes a normal game management process for controlling the progress of the normal game. Details of this normal game management process will be described later.
[0276] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results.
[0277] (Step S400-23) The main CPU 300a checks the general prize opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, the first large prize opening detection switch 126s, and the second large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.
[0278] (Step S400-25) The main CPU 300a executes a payout control management process to create and send a payout command based on the counter value of the counter for controlling the winning balls set in step S400-23.
[0279] (Step S400-27) 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.
[0280] (Step S400-29) 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 indicator 160, the second special pattern indicator 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern indicator 168, the normal pattern reserved indicator 170, and the right-hit notification indicator 172, in an output buffer corresponding to each common.
[0281] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process to synthesize the 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 store them in an output port buffer.
[0282] (Step S400-33) 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.
[0283] (Step S400-35) The main CPU 300a performs processing to disable interrupts.
[0284] (Step S400-37) 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 alternate between displaying the base ratio for the current period and the base ratio for the previous period at predetermined time intervals. Furthermore, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation.
[0285] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.
[0286] FIG. 24 is a flowchart illustrating the setting-related processing (S450) according to the simultaneous rotation reference example.
[0287] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (setting change status). If it is determined that the flag value is 01H, the process proceeds to step S450-3. If it is determined that the flag value is not 01H, the process proceeds to step S450-15.
[0288] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a predetermined processing area.
[0289] (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.
[0290] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.
[0291] (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, it proceeds to step S450-13, and if it is determined that the setting value is not in the range of 1 to 6, it proceeds to step S450-11.
[0292] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.
[0293] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.
[0294] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is on. If it is determined that the setting change switch 180s is on, the setting-related processing ends, but if it is determined that the setting change switch 180s is not on, the processing proceeds to step S450-17.
[0295] (Step S450-17) The main CPU 300a sets a setting-related end designation command indicating the end of the setting-related processing in the transmission buffer.
[0296] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 21. 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 hold designation command, the special chart 2 hold 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.
[0297] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.
[0298] As described above, according to the simultaneous rotation reference example, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (Fig. 19). After that, the timer interrupt process is executed, but because 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 S400-25 in Fig. 23) are stopped, and setting-related processes are executed.
[0299] 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 accordance with the setting change operation.
[0300] Then, when the setting change switch 180s is switched off while the gaming machine status flag is set to 01H (setting change status), the setting change process ends and the gaming machine status flag is set to 00H (playable status). This allows the process related to the progress of the game to be executed from the next timer interrupt process.
[0301] Here, in the setting-related processing of the simultaneous rotation reference example, after the RAM clear button is pressed, i.e., after acceptance of the setting change operation of the registered setting value has finished, a setting value designation command corresponding to the registered setting value is sent to the sub-control board 330 in the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value designation command is not sent to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not sent, and when acceptance of the setting change operation has finished and the state has shifted to one in which game progress can be made, the risk of the registered setting value being obtained fraudulently can be reduced.
[0302] In the simultaneous spin 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 registered setting values being obtained fraudulently is reduced.
[0303] Next, among the above-mentioned timer interrupt processing, the switch management processing in step S500, the special game management processing in step S600, and the normal game management processing in step S700 will be described in detail.
[0304] FIG. 25 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the simultaneous rotation reference example.
[0305] (Step S500-1) The main CPU 300a determines 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 determined that the gate detection switch is on, the process proceeds to step S510, and if it is determined that the gate detection switch is not on, the process proceeds to step S500-7.
[0306] (Step S510) The main CPU 300a executes gate passing processing based on the passage of the gaming ball through the gate 124. Details of this gate passing processing will be described later.
[0307] (Step S500-3) The main CPU 300a determines 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 determined that the normal operation port detection switch is on, the process proceeds to step S510, and if it is determined that the normal operation port detection switch is not on, the process proceeds to step S500-5.
[0308] (Step S510) The main CPU 300a executes gate passage processing based on the entry of the game ball into the normal operation port 125.
[0309] (Step S500-5) The main CPU 300a determines 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 determined that the first fixed start hole detection switch is on, the process proceeds to step S520, and if it is determined that the first fixed start hole detection switch is not on, the process proceeds to step S500-7.
[0310] (Step S520) The main CPU 300a executes a first start opening passage process based on the entry of the gaming ball into the first fixed start opening 120 A. Details of this first start opening passage process will be described later.
[0311] (Step S500-7) The main CPU 300a determines 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 determined that the first variable start hole detection switch is on, the process proceeds to step S520, and if it is determined that the first variable start hole detection switch is not on, the process proceeds to step S500-9.
[0312] (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. Details of this first start opening passage process will be described later.
[0313] (Step S500-9) The main CPU 300a determines 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 S500-11.
[0314] (Step S530) The main CPU 300a executes second start opening passage processing based on the entry of the gaming ball into the second start opening 122. Details of this second start opening passage processing will be described later.
[0315] (Step S500-11) The main CPU 300a determines whether the time has come when the large prize opening detection switch is detected as being on, that is, whether a gaming 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. As a result, 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 ends.
[0316] (Step S540) The main CPU 300a determines whether the game ball has entered the first major prize opening 126 or the second major prize opening 128 properly, and if it determines that the game ball has entered properly, it executes a major prize opening passage process for transmitting a major prize opening entry command indicating the game ball's entry into the first major prize opening 126 or the second major prize opening 128 to the sub-control board 330. Details of this major prize opening passage process will be described later.
[0317] FIG. 26 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to the simultaneous rotation reference example.
[0318] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generator.
[0319] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal symbol reserved ball counter is equal to or greater than 4. As a result, if it is determined that the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is determined that the normal symbol reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.
[0320] (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.
[0321] (Step S510-7) The main CPU 300a determines which of the four storage units in the general reserve storage area is the target storage unit in which to save the acquired winning determination random number.
[0322] (Step S510-9) The main CPU 300a saves the winning determination random number acquired in the above step S510-1 in the target storage unit calculated in the above step S510-7.
[0323] (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.
[0324] FIG. 27 is a flowchart illustrating the first starting port passing process (step S520) in the main control board 300 according to the simultaneous rotation reference example.
[0325] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is used to identify 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.
[0326] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.
[0327] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and ends the first start gate passing process. Note that this special symbol random number acquisition process is executed using a module common to the second start gate passing process (step S530). Therefore, details of the special symbol random number acquisition process will be explained after the explanation of the second start gate passing process.
[0328] FIG. 28 is a flowchart illustrating the second starting port passing process (step S530) in the main control board 300 according to the simultaneous rotation reference example.
[0329] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0330] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.
[0331] (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 passage process.
[0332] 29 is a flowchart illustrating 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 using a common module in the first start port passing process (step S520) and the second start port passing process (step S530) described above.
[0333] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0334] (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.
[0335] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.
[0336] (Step S535-7) The main CPU 300a determines whether the number of reserved balls for the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is determined that the number is equal to or greater than the upper limit, the main CPU 300a ends the special symbol random number acquisition process. If it is determined that the number is not equal to or greater than the upper limit, the main CPU 300a proceeds to step S535-9.
[0337] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0338] (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.
[0339] (Step S535-13) The main CPU 300a obtains the jackpot determination random number loaded in step S535-5, the winning pattern random number updated in step S400-13, and the variation pattern random number updated in step S100-69, and stores them in the target memory unit calculated in step S535-11.
[0340] (Step S535-15) The main CPU 300a loads the counter values of the special symbol 1 reserved ball number counter and the special symbol 2 reserved ball number counter.
[0341] (Step S535-17) The main CPU 300a sets the special symbol reservation designation command in the transmission buffer based on the counter value loaded in step S535-15 above. Here, the special symbol 1 reservation designation command is set based on the counter value (special symbol 1 reservation number) of the special symbol 1 reservation ball number counter, and the special symbol 2 reservation designation command is set based on the counter value (special symbol 2 reservation number) of the special symbol 2 reservation ball number counter. As a result, each time a special symbol 1 reservation or special symbol 2 reservation is stored, the special symbol 1 reservation number and the special symbol 2 reservation number are transmitted to the sub-control board 330.
[0342] (Step S536) The main CPU 300a performs an acquisition time effect determination process and ends the special symbol random number acquisition process. In this acquisition time effect determination process, the result of the big role lottery, the variable pattern number, etc. are provisionally determined, and a pre-reading designation command according to the result of the provisional determination is sent to the sub-control board 330. This acquisition time effect determination process will be explained using FIG.
[0343] FIG. 30 is a flowchart illustrating the performance determination process (step S536) at the time of acquisition in the main control board 300 according to the simultaneous rotation reference example.
[0344] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number judgment table based on the special symbol probability state flag that identifies whether the game is in a high-probability game state or a low-probability game state. Specifically, if the game is in a low-probability game state, the main CPU 300a selects a low-probability jackpot determination random number judgment table (see FIG. 6), and if the game is in a high-probability game state, the main CPU 300a selects a high-probability jackpot determination random number judgment table (see FIG. 7). Then, based on the selected table and the jackpot determination random number stored in the target memory unit in step S535-13, the main CPU 300a performs a special symbol win provisional judgment process to provisionally judge whether the game is a jackpot, a minor win, or a miss.
[0345] (Step S536-3) The main CPU 300a executes a special symbol provisional determination process for provisionally determining a special symbol. Here, if the result of the provisional big win lottery in step S536-1 (the result derived by the special symbol provisional win determination process) is a big win or a small win, the winning symbol random number, winning type (whether it is a big win or a small win), and reserved type stored in the target memory unit in step S535-13 are loaded, the corresponding winning symbol random number determination table (see FIG. 8) 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 win lottery in step S536-1 is a loss, the special symbol determination data for a loss (type of loss symbol) corresponding to the reserved type is saved.
[0346] (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.
[0347] (Step S536-7) The main CPU 300a selects a fluctuation pattern random number determination table according to the special pattern probability state flag, the hold type, the number of fluctuations in the game state, and the special pattern determination data (type of special pattern) extracted in step S536-3 above, and sets the selected fluctuation pattern random number determination table.
[0348] (Step S536-9) The main CPU 300a provisionally determines a variation pattern number based on the variation pattern random number determination table set in the above step S536-7 and the variation pattern random number stored in the target storage unit in the above step S535-13.
[0349] (Step S536-11) The main CPU 300a sets the look-ahead designated variation pattern command (look-ahead designation command) corresponding to the variation pattern number provisionally determined in step S536-9 in the transmission buffer, and ends the effect determination process at the time of acquisition.
[0350] FIG. 31 is a flowchart illustrating the process of passing through the big prize opening (step S540) in the main control board 300 according to the simultaneous spinning reference example.
[0351] (Step S540-1) When the main CPU 300a determines in step S500-11 that the special prize opening detection switch is turned on, it loads the special game management phase. As will be described in detail later, the special game management phase indicates the stage of the special game execution process, i.e., the progress of the special game, and is updated according to the stage of the special game execution process.
[0352] (Step S540-3) The main CPU 300a determines whether the special game management phase loaded in step S540-1 indicates a stage of execution processing beyond the large prize opening pre-processing. The special game management phase has nine stages, 00H to 08H, of which 01H to 08H correspond to the stage of execution processing beyond the large prize opening pre-processing. Since a large prize game or a small prize game is executed when the special game management phase is 01H to 08H, this determines whether a large prize game or a small prize game is currently being played. If it is determined that the special game management phase indicates a stage of execution processing beyond the large prize opening pre-processing, the process proceeds to step S540-5. If it is determined that the special game management phase does not indicate a stage of execution processing beyond the large prize opening pre-processing, the process proceeds to step S540-7.
[0353] (Step S540-5) The main CPU 300a sets a special prize opening ball entry command indicating that the game ball has entered the first special prize opening 126 or the second special prize opening 128 properly in the transmission buffer, and ends the special prize opening passage process.
[0354] (Step S540-7) The main CPU 300a determines that the entry of the gaming ball into the first big prize opening 126 or the second big prize opening 128 is inappropriate, executes a predetermined error process, and ends the big prize opening passage process.
[0355] 32 is a diagram illustrating the special game management phase in the simultaneous spin reference example. As already explained, in the simultaneous spin reference example, a special game triggered by the entry of a gaming ball into the first start port 120 or the second start port 122 and a normal game triggered by the passage of a gaming ball through the gate 124 or the entry of a gaming ball into the normal operation port 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.
[0356] 32, the main ROM 300b stores a plurality of special game control modules for controlling the execution of special games, 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 a "special symbol variation process" is called; when the special game management phase is "01H" or "05H," a module for executing a "pre-opening process of the large prize opening" is called; when the special game management phase is "02H" or "06H," a module for executing a "control process for opening the large prize opening" is called; when the special game management phase is "03H" or "07H," a module for executing a "validation process for closing the large prize opening" is called; and when the special game management phase is "04H" or "08H," a module for executing a "waiting process for finishing the large prize opening" is called.
[0357] FIG. 33 is a flowchart illustrating the special game management process (step S600) in the main control board 300 according to the simultaneous rotation reference example.
[0358] (Step S600-1) The main CPU 300a loads the special game management phase.
[0359] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1.
[0360] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.
[0361] (Step S600-7) 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.
[0362] 34 is a flowchart illustrating the special symbol variation process in the main control board 300 according to the simultaneous spin reference example. This special symbol variation process is executed when the special game management phase is "00H".
[0363] (Step S610) The main CPU 300a executes a special symbol change waiting process, which will be described later with reference to FIGS.
[0364] (Step S620) The main CPU 300a executes a special symbol variation process, which will be described later with reference to FIG.
[0365] (Step S630) The main CPU 300a executes a special symbol stop symbol display process, which will be described later with reference to FIG.
[0366] Figure 35 is a first flowchart explaining the special pattern change waiting process (step S610) in the main control board 300 for the simultaneous rotation reference example, and Figure 36 is a second flowchart explaining the special pattern change waiting process (step S610) in the main control board 300 for the simultaneous rotation reference example.
[0367] (Step S610-1) The main CPU 300a determines whether the interruption flag is on. In the simultaneous spinning reference example, which will be described in detail later, a small win symbol may be displayed as a static symbol on the second special symbol display 162 while a variable symbol is being displayed on the first special symbol display 160. In this case, when a small win symbol is displayed as a static symbol on the second special symbol display 162, a small win game is executed. During this time, the subtraction of the variable symbol time on the first special symbol display 160 is suspended, and after the small win game ends, the variable symbol display on the first special symbol display 160 is resumed. The interruption flag is turned on if the variable symbol display on the first special symbol display 160 is in the middle of variable symbol display when a small win symbol is displayed as a static symbol on the second special symbol display 162. Here, if it is determined that the interruption flag is on, the process proceeds to step S610-3, and if it is determined that the interruption flag is not on, the process proceeds to step S610-5.
[0368] (Step S610-3) The main CPU 300a executes a process for restarting the variable display of the symbols on the first special symbol display device 160, and then moves the process to step S610-51 in FIG.
[0369] (Step S610-5) The main CPU 300a determines whether the special 1 reservation number is 1 or more. As a result, if it is determined that the special 1 reservation number is 1 or more, the process proceeds to step S610-7, and if it is determined that the special 1 reservation number is not 1 or more, the process proceeds to step S610-51.
[0370] (Step S610-7) The main CPU 300a determines whether the first special symbol display 160 is displaying a variable pattern based on the special 1 reservation, or whether the symbol based on the special 1 reservation is displaying a stopped pattern (counting the stop display time). If it is determined that the variable pattern is being displayed or the stopped pattern is being displayed, the process proceeds to step S610-51, and if it is determined that the variable pattern is not being displayed and the stopped pattern is not being displayed, the process proceeds to step S610-9.
[0371] (Step S610-9) The main CPU 300a transfers the special 1 reserves stored in the first to fourth storage sections of the first special symbol reserve storage area in blocks to the storage section with the next smaller ordinal number. Specifically, the special 1 reserves stored in the second to fourth storage sections are transferred to the first to third storage sections. The main RAM 300c also has a 0th storage section to be processed, and the special 1 reserve 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 reserved ball number counter corresponding to the special 1 reserve is subtracted by "1", and a reserve subtraction designation command indicating that the special 1 reserve has been subtracted by "1" is set in the transmission buffer.
[0372] (Step S610-11) The main CPU 300a determines whether the second special symbol display 162 is displaying a changing pattern. If it is determined that the changing pattern is being displayed, the process proceeds to step S610-17. If it is determined that the changing pattern is not being displayed, the process proceeds to step S611.
[0373] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a lottery for a major role. This special symbol winning determination process will be described later.
[0374] (Step S610-15) The main CPU 300a executes a special symbol determination process to determine a special symbol. Here, if the result of the major role lottery in step S611 is a big win or a small win, the winning symbol random number and reserved 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, special symbol determination data is extracted, and the extracted special symbol determination data (type of big win symbol) is saved. Also, if the result of the major role lottery in step S611 is a loss, the special symbol determination data for the 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.
[0375] (Step S610-17) The main CPU 300a determines whether the special symbol finally stopped and displayed on the second special symbol display device 162 is a jackpot symbol. If it is determined to be a jackpot symbol, the process proceeds to step S610-19. If it is determined not to be a jackpot symbol, the process proceeds to step S611.
[0376] (Step S610-19) The main CPU 300a determines whether the jackpot determination random number transferred to the 0th storage unit is within the range of the small jackpot. If it is determined that the jackpot determination random number is within the range of the small jackpot, the process proceeds to step S610-21. If it is determined that the jackpot determination random number is outside the range of the small jackpot, the process proceeds to step S610-23.
[0377] (Step S610-21) The main CPU 300a loads the winning pattern random number and hold type transferred to the 0th memory unit, selects the corresponding small winning pattern random number determination table to extract special pattern determination data, and saves the extracted special pattern determination data (type of small winning pattern).
[0378] (Step S610-23) The main CPU 300a saves the special symbol determination data for the losing symbol, and sets a symbol type designation command corresponding to the special symbol determination data in the transmission buffer. In other words, when the second special symbol display 162 is performing a variable display of a symbol that will eventually stop and display a big win symbol, the first special symbol display 160 will always perform a variable display of only a symbol that will eventually stop and display a small win symbol or a losing symbol.
[0379] (Step S610-25) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in the above steps S610-15, S610-21, and S610-23. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will ultimately be lit.
[0380] (Step S612) The main CPU 300a executes a special symbol variable number determination process for determining a variable pattern number. The details of this special symbol variable number determination process will be described later.
[0381] (Step S610-27) The main CPU 300a loads the variation pattern number determined in step S612, and determines the variation time by referring to the variation time determination table. Then, the determined variation time is set in the special symbol variation timer.
[0382] (Step S610-29) The main CPU 300a determines whether the result of the big prize lottery is a jackpot, and if it is a jackpot, loads the special symbol determination data saved in step S610-15 and checks the type of jackpot symbol. Then, by referring to the game state setting table and the current game state, it determines the game state, high probability count, and time-saving count that will be set after the big prize game ends, and saves the determination results in the special symbol probability state reserve flag, time-saving state reserve flag, high probability count cut reserve counter, and time-saving count cut reserve counter. If a losing symbol is saved, the process proceeds to the next process without executing the process.
[0383] (Step S610-31) The main CPU 300a executes a process for setting a special symbol display symbol counter in order to start the variable symbol display on the first special symbol display device 160. A counter value is associated with each of the 7-segment segments constituting the first special symbol display device 160, and the segments corresponding to the counter value set in the special symbol display symbol counter are controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable symbol display starts is set in the special symbol display symbol counter. Note that the special symbol display symbol counter is provided separately as a special symbol 1 display symbol counter corresponding to the first special symbol display device 160 and a special symbol 2 display symbol counter corresponding to the second special symbol display device 162, and here, a counter value is set in the special symbol 1 display symbol counter.
[0384] (Step S613) The main CPU 300a executes a limit-of-play management process. Here, a process for ending the time-shortened gaming state according to the variable number of times is performed. This limit-of-play management process will be described later.
[0385] (Step S610-35) The main CPU 300a sets a number command indicating the remaining number of times (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.
[0386] (Step S610-37) 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 symbol.
[0387] (Step S610-51) As shown in Fig. 36, the main CPU 300a determines whether the special 2 reserved number is 1 or more. As a result, if it is determined that the special 2 reserved number is 1 or more, the process proceeds to step S610-53, and if it is determined that the special 2 reserved number is not 1 or more, the process proceeds to step S610-85.
[0388] (Step S610-53) The main CPU 300a determines whether the second special symbol display 162 is displaying a variable pattern based on the special 2 reservation, or whether the symbol based on the special 2 reservation is displaying a stopped pattern (counting the stop display time). If it is determined that the variable pattern or the stopped pattern is being displayed, the process proceeds to step S610-85, and if it is determined that the variable pattern and the stopped pattern are not being displayed, the process proceeds to step S610-55.
[0389] (Step S610-55) The main CPU 300a transfers the special 2 reserves stored in the first to fourth storage sections of the second special symbol reserve storage area in blocks to the storage section with the next smaller ordinal number. Specifically, the special 2 reserves stored in the second to fourth storage sections are transferred to the first to third storage sections. The main RAM 300c also has a 0th storage section to be processed, and the special 2 reserve stored in the 1st storage section is block-transferred to the 0th storage section. In this special symbol storage area shift process, the counter value of the target special symbol reserved ball number counter corresponding to the special 2 reserve is subtracted by "1", and a reserve subtraction designation command indicating that the special 2 reserve has been subtracted by "1" is set in the transmission buffer.
[0390] (Step S610-57) The main CPU 300a determines whether the first special symbol display device 160 is displaying a changing pattern. If it is determined that the changing pattern is being displayed, the process proceeds to step S610-63. If it is determined that the changing pattern is not being displayed, the process proceeds to step S611.
[0391] (Step S611) The main CPU 300a loads the jackpot determination random number transferred to the 0th memory section and the special symbol probability state flag that identifies whether the game is in a high probability game state or a low probability game state, selects the corresponding jackpot determination random number determination table, draws a big role lottery, and executes a special symbol win determination process that stores the lottery result.
[0392] (Steps S610-61) The main CPU 300a executes a special symbol determination process to determine a special symbol. Here, if the result of the major role lottery in step S611 is a big win or a small win, the winning symbol random number and reserved 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, special symbol determination data is extracted, and the extracted special symbol determination data (type of big win symbol) is saved. Also, if the result of the major role lottery in step S611 is a loss, the special symbol determination data for the 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.
[0393] (Steps S610-63) The main CPU 300a determines whether the special symbol finally stopped and displayed on the first special symbol display device 160 is a jackpot symbol. If it is determined to be a jackpot symbol, the process proceeds to step S610-65. If it is determined not to be a jackpot symbol, the process proceeds to step S611.
[0394] (Steps S610-65) The main CPU 300a determines whether the jackpot determination random number transferred to the 0th storage unit is within the range of the small jackpot. If it is determined that the jackpot determination random number is within the range of the small jackpot, the process proceeds to step S610-67. If it is determined that the jackpot determination random number is outside the range of the small jackpot, the process proceeds to step S610-69.
[0395] (Step S610-67) The main CPU 300a loads the winning pattern random number and hold type transferred to the 0th memory unit, selects the corresponding small winning pattern random number determination table to extract special pattern determination data, and saves the extracted special pattern determination data (type of small winning pattern).
[0396] (Steps S610-69) The main CPU 300a saves the special symbol determination data for the losing symbol, and sets a symbol type designation command corresponding to the special symbol determination data in the transmission buffer. In other words, when the first special symbol display 160 is performing a variable display of a symbol that will eventually stop and display a big win symbol, the second special symbol display 162 will always perform a variable display of only a symbol that will eventually stop and display a small win symbol or a losing symbol.
[0397] (Steps S610-71) The main CPU 300a saves the special symbol stop symbol numbers corresponding to the special symbol determination data extracted in the above steps S610-61, S610-67, and S610-69.
[0398] (Step S612) The main CPU 300a executes a special symbol variable number determination process for determining a variable pattern number. The details of this special symbol variable number determination process will be described later.
[0399] (Step S610-73) The main CPU 300a loads the variation pattern number determined in step S612, and determines the variation time by referring to the variation time determination table. Then, the determined variation time is set in the special symbol variation timer.
[0400] (Step S610-75) The main CPU 300a determines whether the result of the big win lottery in step S611 is a big win, and if it is a big win, loads the special symbol determination data saved in step S610-61 and checks the type of big win symbol. Then, by referring to the game state setting table and the current game state, it determines the game state, high probability count, and time-saving count that will be set after the big win game ends, and saves the determination results in the special symbol probability state reserve flag, time-saving state reserve flag, high probability count cut reserve counter, and time-saving count cut reserve counter. If a losing symbol is saved, the process proceeds to the next process without executing the process.
[0401] (Step S610-77) The main CPU 300a executes a process to set a special symbol display symbol counter in order to start the variable symbol display in the second special symbol display device 162. A counter value is associated with each segment of the 7-segment display that constitutes the second special symbol display device 162, and lighting of the segment corresponding to the counter value set in the special symbol display symbol counter is controlled. Here, the counter value corresponding to the segment that is turned on when the variable symbol display starts is set in the special symbol 2 display symbol counter.
[0402] (Step S613) The main CPU 300a executes a number cut management process, which will be described later.
[0403] (Step S610-81) The main CPU 300a sets a number command indicating the counter value updated in step S610-79 (the number of times remaining until the high probability number becomes 0) in the transmission buffer.
[0404] (Step S610-83) 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 symbol.
[0405] (Step S610-85) When neither the first special pattern display 160 nor the second special pattern display 162 is displaying a changing or stationary pattern, the main CPU 300a executes a predetermined customer waiting process and terminates the special pattern change waiting process.
[0406] FIG. 37 is a flowchart illustrating the special symbol winning determination process (S611) according to the simultaneous spin reference example.
[0407] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0408] (Step S611-3) The main CPU 300a loads the registered setting values in the setting value buffer.
[0409] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in step S611-3 is within the normal range. If it is determined that the value is within the normal range, the process proceeds to step S611-11. If it is determined that the value is not within the normal range, the process proceeds to step S611-7.
[0410] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal status).
[0411] (Step S611-9) The main CPU 300a sets the setting abnormality state command (sub-command) in the transmission buffer and ends the special symbol winning determination process. When this setting abnormality state command is sent to the sub-control board 330, a notification that a setting abnormality has occurred is issued.
[0412] (Step S611-11) The main CPU 300a refers to the big win determination random number judgment table corresponding to the information loaded in steps S611-1 and S611-3, and sets the lower and upper limits for determining a big win or a small win.
[0413] (Step S611-13) The main CPU 300a compares the big win determination random number transferred to the 0th storage unit with the above-mentioned lower limit value and upper limit value, and performs a determination process (big win lottery) to determine whether a big win or a small win has been won.
[0414] (Step S611-15) The main CPU 300a sets the result of the determination process in step S611-13 as determination information, and ends the special symbol winning determination process.
[0415] FIG. 38 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.
[0416] (Step S612-1) The main CPU 300a loads the special symbol determination data (type of special symbol) saved in step S610.
[0417] (Step S612-3) The main CPU 300a checks the currently set game state and determines whether the normal game state is the time-shortened game state. If it is determined that the normal game state is the time-shortened game state, the process proceeds to step S612-7. If it is determined that the normal game state is not the time-shortened game state, the process proceeds to step S612-5.
[0418] (Step S612-5) The main CPU 300a executes a variation pattern random number determination table selection process to select and set a corresponding variation pattern random number determination table based on the current game state, the reserved type, and the type of the determined special symbol.
[0419] (Step S612-7) The main CPU 300a increments the total variation counter. The total variation counter counts the total variation count, which is the sum of the number of times the variable display of the symbols on the first special symbol display device 160 (first variation count) and the number of times the variable display of the symbols on the second special symbol display device 162 (second variation count) after the time-shortened gaming state is set. This total variation count is updated by 1 each time the variable display of the symbols is started in the time-shortened gaming state.
[0420] (Step S612-9) The main CPU 300a determines whether it is the start time of the variable display of the symbols on the second special symbol display device 162. As a result, if it is determined that it is the start time of the variable display of the symbols on the second special symbol display device 162, the process proceeds to step S612-11, and if it is determined that it is not the start time of the variable display of the symbols on the second special symbol display device 162, the process proceeds to step S612-5.
[0421] In addition, when the first special pattern display 160 starts to display changing patterns during the time-saving game mode, a change pattern random number determination table will be selected based on the total number of changes updated in step S612-7 above.
[0422] (Step S612-11) The main CPU 300a increments the second variation counter. The second variation counter counts the number of times (second variation count) that the variable display of the symbols on the second special symbol display device 162 occurs after the time-shortened gaming state is set. When the time-shortened gaming state is set, the second variation count is updated by one each time the variable display of the symbols on the second special symbol display device 162 begins.
[0423] (Step S612-13) The main CPU 300a determines whether the second change count updated in step S612-11 is equal to or less than 4. If it is determined that the second change count is equal to or less than 4, the main CPU 300a proceeds to step S612-15, and if it is determined that the second change count is not equal to or less than 4, the main CPU 300a proceeds to step S612-5.
[0424] In addition, in the time-saving game state, when the second special symbol display 162 starts displaying a changing symbol and the second number of changes is 5 or more, a change pattern random number determination table is selected based on the total number of changes updated in the above step S612-7. According to the selected table I, the change time is always determined to be 10 minutes.
[0425] (Step S612-15) The main CPU 300a selects and sets a special table as the fluctuation pattern random number determination table.
[0426] (Step S612-17) The main CPU 300a determines a fluctuation pattern number based on the fluctuation pattern random number determination table set in step S612-5 or step S612-15 above and the fluctuation pattern random number transferred to the 0th storage unit in step S610-9 or step S610-55 above.
[0427] (Step S612-19) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-17 in the transmission buffer, and ends the special pattern variation number determination process.
[0428] FIG. 39 is a flowchart illustrating the number of times cut management process (step S613) in the main control board 300 according to the simultaneous rotation reference example.
[0429] (Step S613-1) The main CPU 300a determines 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 determined that the time-saving count is greater than 0, the process proceeds to step S613-3, and if it is determined that the time-saving count is 0, the cut-off count management process is terminated.
[0430] (Step S613-3) The main CPU 300a decrements the time-saving cut-off counter.
[0431] (Step S613-5) In step S613-3, the main CPU 300a determines whether the counter value (time-saving count) has been updated to 0. As a result, if it is determined that the time-saving count is 0, the process proceeds to step S613-7, and if it is determined that the time-saving count is not 0, the process ends.
[0432] (Step S613-7) The main CPU 300a sets the time-shortening state flag to set the normal gaming state to a non-time-shortening gaming state. As a result, after the normal gaming state is set to the time-shortening gaming state, the normal gaming state is changed to a non-time-shortening gaming state at the start of the fluctuation when the fluctuation count reaches the time-shortening count (here, 50 or 100 times). For example, if the normal gaming state is set to a high probability precursor state, it will be set to the most advantageous state.
[0433] (Step S613-9) The main CPU 300a turns on the time-shortening end flag and ends the number-cut management process.
[0434] FIG. 40 is a flowchart illustrating the processing during special symbol variation in the main control board 300 according to the simultaneous rotation reference example.
[0435] (Step S620-1) The main CPU 300a sets "00H" as the processing target identification value. The processing target identification value is used to identify whether to execute the processing for special 1 reservation or the processing for special 2 reservation when executing each of the following processes. When "00H" is set as the processing target identification value, the processing for special 1 reservation is executed, and when "01H" is set as the processing target identification value, the processing for special 2 reservation is executed. The various counters and timers that appear in the explanation of the special symbol variable processing and the special symbol stop symbol display processing are provided for special 1 reservation and special 2 reservation, and the processing of the following steps S620-5 to S620-23 is performed on the processing target (counter, timer, etc.) corresponding to the processing target identification value stored in the main RAM 300c.
[0436] (Step S620-3) The main CPU 300a determines whether the pending processing target is being displayed variably on the first special symbol display 160 or the second special symbol display 162. If the pending processing target is being displayed variably, the process proceeds to step S620-5. If the pending processing target is not being displayed variably, the process proceeds to step S620-25.
[0437] (Step S620-5) The main CPU 300a executes a process to update the special symbol variation base counter. The counter value of the special symbol variation base counter is set so that it completes one cycle in a predetermined cycle (for example, 100 ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and if the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0438] (Step S620-7) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-5 is 0. If the counter value is 0, the process proceeds to step S620-9. If the counter value is not 0, the process proceeds to step S620-13.
[0439] (Step S620-9) The main CPU 300a performs a special symbol fluctuation timer update process to subtract a predetermined value from the timer value of the special symbol fluctuation timer set in step S610-27 or step S610-73.
[0440] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol fluctuation timer updated in step S620-9 is 0. If the timer value is 0, the process proceeds to step S620-19. If the timer value is not 0, the process proceeds to step S620-13.
[0441] (Step S620-13) The main CPU 300a updates the special symbol display timer that measures the lighting time of each of the 7-segment displays 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 greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0442] (Step S620-15) The main CPU 300a determines whether the timer value of the special symbol display timer is 0. If it is determined that the timer value of the special symbol display timer is 0, the process proceeds to step S620-17, and if it is determined that the timer value of the special symbol display timer is not 0, the process proceeds to step S620-25.
[0443] (Step S620-17) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated, and moves the process to step S620-25. As a result, each segment constituting the 7-segment display is sequentially lit at predetermined time intervals.
[0444] (Step S620-19) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-25 or S610-71 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.
[0445] (Step S620-21) 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.
[0446] (Step S620-23) The main CPU 300a sets the special symbol variation stop time, which is the time for which the special symbol is stopped and displayed, in the special game timer.
[0447] (Step S620-25) The main CPU 300a judges whether the identification value to be processed stored in the main RAM 300c is the maximum (01H). If it is judged that the identification value to be processed is the maximum, the process during the special symbol variation is terminated, and if it is judged that the identification value to be processed is not the maximum, the process proceeds to step S620-27.
[0448] (Step S620-27) The main CPU 300a sets "01H" as the processing target identification value, and moves the process to step S620-3.
[0449] FIG. 41 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to the simultaneous rotation reference example.
[0450] (Step S630-1) The main CPU 300a sets "00H" as the processing target identification value.
[0451] (Step S630-3) The main CPU 300a determines whether the special symbol related to the reservation type corresponding to the processing target identification value set in the main RAM 300c is currently displayed in a stopped state on the first special symbol display device 160 or the second special symbol display device 162. If it is determined that the special symbol is currently displayed in a stopped state, the process proceeds to step S630-5, and if it is determined that the special symbol is not currently displayed in a stopped state, the process proceeds to step S630-37.
[0452] (Step S630-5) The main CPU 300a determines whether the timer value of the special game timer set in step S620-23 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a proceeds to step S630-37, and if it is determined that the timer value of the special game timer is 0, the main CPU 300a proceeds to step S630-7.
[0453] (Step S630-7) The main CPU 300a checks the result of the big role lottery.
[0454] (Step S630-9) The main CPU 300a determines whether the result of the big role lottery is a loss. If it is determined to be a loss, the process proceeds to step S630-29, and if it is determined not to be a loss, the process proceeds to step S630-11.
[0455] (Step S630-11) The main CPU 300a determines whether there is a special symbol being displayed in a variable manner. If it is determined that there is a special symbol being displayed in a variable manner, the process proceeds to step S631. If it is determined that there is no special symbol being displayed in a variable manner, the process proceeds to step S630-13.
[0456] (Step S631) The main CPU 300a executes a symbol forcible stop process, which will be described later with reference to FIG.
[0457] (Step S630-13) The main CPU 300a performs a game state update process to update the game state. Here, if the special symbol currently displayed is a big win symbol, the game state is reset to the initial state, and if the special symbol currently displayed is a small win symbol, the process proceeds to the next step.
[0458] (Step S630-15) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.
[0459] (Step S630-17) The main CPU 300a performs a process for setting the maximum number of times a special electric device is activated. Specifically, the data set in step S630-15 above is referenced, and a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as the counter value in the maximum number of times a special electric device is activated counter. This maximum number of times a special electric device is activated 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 a special electric device is activated, and the current number of rounds is managed by adding "1" to the counter value of the counter for the number of consecutive times a special electric device is activated at the start of each round of play. Here, a process for resetting (updating to "0") the counter value of the counter for the number of consecutive times a special electric device is activated is also executed upon the start of the big role game.
[0460] (Step S630-19) The main CPU 300a refers to the data set in step S630-15 and saves a predetermined opening time as a timer value in the special game timer.
[0461] (Step S630-21) The main CPU 300a sets an opening designation command for transmitting the start of a big win game to the sub-control board 330 in the transmission buffer.
[0462] (Step S630-23) The main CPU 300a updates the special game management phase to "01H" when starting a big win game, and updates the special game management phase to "05H" when starting a small win game.
[0463] (Step S630-25) The main CPU 300a determines whether the special game management phase updated in step S630-23 is "01H", i.e., whether a jackpot has occurred. If the special game management phase is determined to be "01H", the process proceeds to step S630-27. If the special game management phase is determined not to be "01H", the process proceeds to step S630-29.
[0464] (Step S630-27) 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 results in a jackpot signal being output in conjunction with the start of the big win game (opening). Note that although multiple signals are provided to be output from the game information output terminal board 312, only a predetermined jackpot signal will be described here.
[0465] (Step S630-29) The main CPU 300a sets a game state confirmation designation command at the time of special symbol determination, which indicates the game state when the special symbol is determined, in a transmission buffer.
[0466] (Steps S630-31) The main CPU 300a determines 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. 39 at the start of the change 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 end at the start of the 50th or 100th change in the high-probability premonition state. In other words, the time-saving end flag is determined to be on only when the change at the time of the time-saving end ends. If it is determined that the time-saving end flag is on, processing proceeds to step S630-33. If it is determined that the time-saving end flag is not on, processing proceeds to step S630-37.
[0467] (Step S630-33) The main CPU 300a performs a jackpot signal output stop process to stop the jackpot signal being output from the game information output terminal board 312. That is, the jackpot signal is output during a major role game or a time-shortened game state.
[0468] (Step S630-35) The main CPU 300a turns off the time-reduction end flag.
[0469] (Step S630-37) The main CPU 300a determines whether the processing target identification value stored in the main RAM 300c is the maximum (01H). If it is determined that the processing target identification value is the maximum, the main CPU 300a ends the special symbol stop symbol display process, and if it is determined that the processing target identification value is not the maximum, the process proceeds to step S630-39.
[0470] (Steps S630-39) The main CPU 300a adds 01H to the processing target identification value, and moves the process to step S630-3.
[0471] FIG. 42 is a flowchart illustrating the symbol forced stop processing (step S631) in the main control board 300 according to the simultaneous rotation reference example.
[0472] (Step S631-1) The main CPU 300a determines whether the currently displayed special symbol is a small win symbol. If it is determined that the special symbol is a small win symbol, the process proceeds to step S631-3. If it is determined that the special symbol is not a small win symbol, the process proceeds to step S631-11.
[0473] (Step S631-3) The main CPU 300a determines whether the processing target identification value is 00H, that is, whether the small winning symbol is stopped and displayed on the first special symbol display 160. As a result, if it is determined that the processing target identification value is 00H, the process proceeds to step S631-11, and if it is determined that the processing target identification value is not 00H, the process proceeds to step S631-5.
[0474] (Step S631-5) The main CPU 300a determines whether the variable display (other) special symbol is a jackpot symbol. If it is determined that it is a jackpot symbol, the process proceeds to step S631-11. If it is determined that it is not a jackpot symbol, the process proceeds to step S631-7.
[0475] (Step S631-7) The main CPU 300a turns on the interruption flag.
[0476] (Step S631-9) The main CPU 300a executes a variation interruption process to interrupt the variable display of the symbols on the first special symbol display device 160, and then ends the symbol forced stop process. Here, the main CPU 300a executes a process to temporarily save the remaining time of the variable time and information related to the special symbols in a predetermined storage area.
[0477] (Step S631-11) The main CPU 300a performs a process to forcibly stop the losing symbol on the first special symbol display device 160 or the second special symbol display device 162, which is variably displaying the symbol, and ends the forcible symbol stop process.
[0478] By the above processing, when a small win symbol is displayed as a stopped symbol on the first special symbol display 160, a losing symbol is forcibly displayed as a stopped symbol on the second special symbol display 162. Also, when a small win symbol is displayed as a stopped symbol on the second special symbol display 162, if a variable display in which a big win symbol is finally displayed as a stopped symbol on the first special symbol display 160 is in progress, a losing symbol is forcibly displayed as a stopped symbol on the first special symbol display 160. On the other hand, when a small win symbol is displayed as a stopped symbol on the second special symbol display 162, if a variable display in which a small win symbol or a losing symbol is finally displayed as a stopped symbol on the first special symbol display 160 is in progress, the variable display on the first special symbol display 160 is temporarily interrupted.
[0479] 43 is a flowchart illustrating the process before opening the special prize opening in the main control board 300 according to the simultaneous spin reference example. This process before opening the special prize opening is executed when the special game management phase is "01H" or "05H".
[0480] (Step S640-1) The main CPU 300a determines whether the timer value of the special game timer set in the above step S630-19 etc. is 0. As a result, if it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the processing before opening the special prize opening, and if it is determined that the timer value of the special game timer is 0, the processing proceeds to step S640-3.
[0481] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation number counter to a value obtained by adding "1" to the current counter value.
[0482] (Step S640-5) The main CPU 300a sets a special prize opening opening designation command in a transmission buffer to transmit to the sub-control board 330 the start of opening of the special prize opening (start of a round game).
[0483] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.
[0484] (Step S640-7) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("02H" or "06H"), and ends the pre-opening process for the big prize opening.
[0485] FIG. 44 is a flowchart illustrating the process of switching the opening and closing of the big prize opening in the main control board 300 according to the simultaneous rotation reference example.
[0486] (Step S641-1) The main CPU 300a judges whether the counter value of the special electric accessory opening / closing switching number counter is the upper limit of the special electric accessory opening / closing switching number (the number of times the special winning opening is opened / closed during one round of play). If it is judged that the counter value is the upper limit, the main CPU 300a ends the special winning opening opening / closing switching process, and if it is judged that the counter value is not the upper limit, the process proceeds to step S641-3.
[0487] (Step S641-3) 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.
[0488] (Step S641-5) The main CPU 300a executes a special prize opening solenoid energization control process to start or stop energization of the first special prize opening solenoid 126c or the second special prize opening solenoid 128c based on the solenoid control data extracted in step S641-3 above. By executing this special prize opening solenoid energization control process, the start or stop of energization of the first special prize opening solenoid 126c or the second special prize opening solenoid 128c is controlled in step S400-23 and step S400-25 above.
[0489] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 in the special game timer. The timer value saved in the special game timer here is the maximum opening time of the special prize opening once.
[0490] (Step S641-9) The main CPU 300a determines whether the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, i.e., whether control processing 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 S641-5. If it is determined that the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, the main CPU 300a proceeds to step S641-11, and if it is determined that the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is not in the energization start state, the main CPU 300a ends the large prize opening open / close switching processing.
[0491] (Step S641-11) The main CPU 300a updates the counter value of the special electric accessory open / close switching number counter to a value obtained by adding "1" to the current counter value, and ends the big prize opening open / close switching process.
[0492] 45 is a flowchart illustrating the special prize opening control process in the main control board 300 according to the simultaneous spin reference example. This special prize opening control process is executed when the special game management phase is "02H" or "06H".
[0493] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 is 0. If it is determined that the timer value of the special game timer is not 0, the process proceeds to step S650-5. If it is determined that the timer value of the special game timer is 0, the process proceeds to step S650-3.
[0494] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching number of times. If it is determined that the counter value is the upper limit value, the process proceeds to step S650-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641.
[0495] (Step S641) In the above step S650-3, if it is determined that the counter value of the special electric accessory opening / closing switching number counter is not the upper limit value of the special electric accessory opening / closing switching number of times, the main CPU 300a executes the processing of the above step S641.
[0496] (Step S650-5) The main CPU 300a determines whether the counter value of the special prize opening ball counter updated in step S500-9 has reached a specified number, i.e., whether the number of game balls equal to the maximum number of wins in one round has entered the special prize opening. If it is determined that the specified number has not been reached, the main CPU 300a terminates the special prize opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0497] (Step S650-7) The main CPU 300a stops the energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c and executes the large prize opening closing process required to close the large prize opening. As a result, the large prize opening becomes closed.
[0498] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.
[0499] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("03H" or "07H").
[0500] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command indicating that the special prize opening has been closed in the transmission buffer, and ends the special prize opening opening control process.
[0501] 46 is a flowchart explaining the special prize opening closing validity process in the main control board 300 according to the simultaneous spin reference example. This special prize opening closing validity process is executed when the special game management phase is "03H" or "07H".
[0502] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the special prize opening closure valid process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S660-3.
[0503] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, i.e., whether a preset number of rounds of play have been completed. If it is determined 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 S660-9, and if it is determined that they do not match, the process proceeds to step S660-5.
[0504] (Step S660-5) The main CPU 300a updates the special game management phase to "01H". Note that if the special game management phase is 07H, that is, during control of the small win game, the number of rounds of the small win game is "1", so the determination in step S660-3 above is YES, and the process does not proceed to this step.
[0505] (Step S660-7) 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.
[0506] (Step S660-9) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.
[0507] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H").
[0508] (Step S660-13) 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.
[0509] 47 is a flowchart explaining the special prize opening end wait process in the main control board 300 according to the simultaneous spin reference example. This special prize opening end wait process is executed when the special game management phase is "04H" or "08H".
[0510] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the large prize winning port end wait process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S670-3.
[0511] (Step S670-3) The main CPU 300a determines whether the special game management phase is "08H", i.e., whether the small win game has ended. If it is determined that the special game management phase is "08H", the process proceeds to step S670-11, and if it is determined that the special game management phase is not "08H", the process proceeds to step S670-5.
[0512] (Step S670-5) 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 number of high probability wins, and the number of time-saving wins set in the preliminary area in the above step S610-29 or step S610-75 are loaded, and the setting of each flag and the counter value are set as the game state after the big win game.
[0513] (Step S670-7) In step S670-5, the main CPU 300a determines whether the normal gaming state has been set to the non-time-shortening gaming state. If it is determined that the normal gaming state has been set to the non-time-shortening gaming state, the main CPU 300a proceeds to step S670-9. If it is determined that the normal gaming state has not been set to the non-time-shortening gaming state, the main CPU 300a proceeds to step S670-21.
[0514] (Step S670-9) The main CPU 300a performs a jackpot signal output stop process to stop the jackpot signal being output from the game information output terminal board 312. That is, when the most advantageous state is set after a big win game, the output of the jackpot signal is stopped upon completion of the big win game.
[0515] (Step S670-11) The main CPU 300a determines whether the current gaming state is a high probability premonition state (a high probability gaming state and a time-shortened gaming state). If it is determined that the current gaming state is a high probability premonition state, the process proceeds to step S670-13. If it is determined that the current gaming state is not a high probability premonition state, the process proceeds to step S670-21.
[0516] (Step S670-13) The main CPU 300a determines whether the stopped small winning symbol is the special symbol Z1. If it is determined that the small winning symbol is the special symbol Z1, the process proceeds to step S670-15. If it is determined that the small winning symbol is not the special symbol Z1, the process proceeds to step S670-21.
[0517] (Step S670-15) The main CPU 300a sets the time-saving state flag to change the normal game state to the 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.
[0518] (Step S670-17) The main CPU 300a performs a counter reset process to reset the time-saving number counter.
[0519] (Step S670-19) The main CPU 300a performs a jackpot signal output stop process to stop the jackpot signal being 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 jackpot game, the output of the jackpot signal is stopped upon completion of the small jackpot game.
[0520] (Step S670-21) 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 big win game ends.
[0521] (Step S670-23) The main CPU 300a sets the number of times commands corresponding to the number of high probability times and the number of time reduction times in the transmission buffer.
[0522] (Step S670-25) The main CPU 300a updates the special game management phase to "00H" and ends the waiting process for the end of the special winning slot. As a result, if special 1 reserve or special 2 reserve is stored, the variable display of the symbol will be resumed.
[0523] 48 is a diagram illustrating the normal game management phase in the simultaneous spin reference example. As already explained, in the simultaneous spin reference example, the processing related to the normal game, which is triggered by the passage of the game ball through the gate 124 or the entry of the game ball into the normal game operating port 125, is executed step by step and repeatedly, and the main control board 300 manages each processing related to such normal game by the normal game management phase.
[0524] As shown in FIG. 48, the main ROM 300b stores a plurality of normal game control modules for controlling the execution of normal games, 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 processing" is called, when the normal game management phase is "01H", a module for executing "normal symbol change in progress processing" is called, when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display processing" is called, when the normal game management phase is "03H", a module for executing "normal electric device prize opening pre-processing" is called, when the normal game management phase is "04H", a module for executing "normal electric device prize opening opening control processing" is called, when the normal game management phase is "05H", a module for executing "normal electric device prize opening closure enable processing" is called, and when the normal game management phase is "06H", a module for executing "normal electric device prize opening end wait processing" is called.
[0525] FIG. 49 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to the simultaneous rotation reference example.
[0526] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0527] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S700-1.
[0528] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.
[0529] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.
[0530] 50 is a flowchart illustrating 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".
[0531] (Step S710-1) The main CPU 300a loads the counter value of the normal symbol reserved ball number counter and determines whether the counter value is "0", that is, whether the normal symbol reserved is "0". As a result, if it is determined that the counter value is "0", the normal symbol change waiting process is terminated, and if it is determined that the counter value is not "0", the process proceeds to step S710-3.
[0532] (Step S710-3) The main CPU 300a transfers the regular symbol reserves (winning random numbers) stored in the first to fourth memory sections of the regular symbol reserve memory area in blocks to the memory section with the next smaller ordinal number. Specifically, the regular symbol reserves stored in the second to fourth memory sections are transferred to the first to third memory sections. The main RAM 300c also has a zeroth memory section to be processed, and the regular symbol reserve stored in the first memory section is transferred to the zeroth memory section. In this regular symbol memory area shift process, the counter value of the regular symbol reserve 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.
[0533] (Step S710-5) 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 results.
[0534] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S710-5. 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 will ultimately be 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.
[0535] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.
[0536] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning determination random number transferred to the 0th storage unit in the above step S710-3 and the normal symbol variation time data table set in the above step S710-9.
[0537] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in the above step S710-11 in the normal game timer.
[0538] (Step S710-15) The main CPU 300a executes a process of setting a normal symbol display symbol counter in order to start the variable display of normal symbols in the normal symbol display device 168. When the counter value of this normal symbol display symbol counter is set to, for example, "0", the normal symbol display device 168 is controlled to be turned on, and when the counter value is set to "1", the normal symbol display device 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter when the variable display of normal symbols starts.
[0539] (Step S710-17) 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.
[0540] (Step S710-19) The main CPU 300a sets the normal pattern designation command in the transmission buffer based on the normal pattern stop pattern number determined in step S710-7 above, i.e., the pattern type (winning pattern or losing pattern) determined by the normal pattern winning determination process.
[0541] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0542] 51 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".
[0543] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 is 0. If the timer value is 0, the process proceeds to step S720-9. If the timer value is not 0, the process proceeds to step S720-3.
[0544] (Step S720-3) The main CPU 300a updates the normal symbol display timer that measures the lighting time and extinguishing time of the normal symbol display device 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 greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0545] (Step S720-5) The main CPU 300a determines whether the timer value of the normal symbol display timer is "0". As a result, if it is determined that the timer value of the normal symbol display timer is "0", the process proceeds to step S720-7, and if it is determined that the timer value of the normal symbol display timer is not "0", the normal symbol variable process is terminated.
[0546] (Step S720-7) 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 it is turned on, and if it is a counter value indicating that the normal symbol display 168 is turned on, it is updated to a counter value indicating that it is turned off, and the normal symbol variation processing is terminated. As a result, the normal symbol display 168 will repeatedly turn on and off (flash) at predetermined time intervals over the normal symbol variation time.
[0547] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally turned on or off, and the result of the normal symbol lottery is announced.
[0548] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time for stopping and displaying the normal symbol, in the normal game timer.
[0549] (Step S720-13) The main CPU 300a sets a normal symbol stop command, which indicates that the stop display of the normal symbol has started, in the transmission buffer.
[0550] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.
[0551] 52 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".
[0552] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is 0. If it is determined that the timer value of the normal game timer is not 0, the main CPU 300a ends the normal symbol stop symbol display process, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S730-3.
[0553] (Step S730-3) The main CPU 300a checks the result of the regular lottery.
[0554] (Step S730-5) The main CPU 300a determines whether the result of the regular lottery is a win. If it is determined to be a win, the process proceeds to step S730-9. If it is determined to be a loss, the process proceeds to step S730-7.
[0555] (Step S730-7) The main CPU 300a 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 to start the variable display of the normal symbol based on the next reservation will be performed.
[0556] (Step S730-9) 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.
[0557] (Step S730-11) The main CPU 300a 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 port 120B.
[0558] 53 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300 related to the simultaneous rotation reference example. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".
[0559] (Step S740-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S730-9 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric accessory winning port opening pre-processing is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S741.
[0560] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.
[0561] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric accessory winning opening pre-processing.
[0562] Figure 54 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.
[0563] (Step S741-1) The main CPU 300a judges whether the counter value of the normal electric accessory opening / closing switching number counter is the upper limit value of the normal electric accessory opening / closing switching number (the number of times the movable piece 120b of the first variable start port 120B is opened and closed during one opening / closing control). As a result, if it is judged that the counter value is the upper limit value, the normal electric accessory 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 proceeds to step S741-3.
[0564] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (power-on control data or power-off control data) for controlling the power supply to 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 power supply time (solenoid power supply time) or power-off time (normal power closing effective time = pause time) of the normal electric role solenoid 120c.
[0565] (Step S741-5) The main CPU 300a executes a normal electric role solenoid energization control process to start energization of the normal electric role solenoid 120c or stop energization of the normal electric role solenoid 120c based on the solenoid control data extracted in step S741-3. By executing this normal electric role solenoid energization control process, the normal electric role solenoid 120c is controlled to start or stop energization in steps S400-23 and S400-25.
[0566] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in step S741-3 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.
[0567] (Step S741-9) The main CPU 300a determines whether the normal electric accessory solenoid 120c is in the energization start state, that is, whether the control process to start energizing the normal electric accessory solenoid 120c has been performed in the above step S741-5. As a result, if it is determined that it is in the energization start state, it moves the process to step S741-11, and if it is determined that it is not in the energization start state, it ends the normal electric accessory winning opening opening / closing switching process.
[0568] (Step S741-11) 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.
[0569] 55 is a flowchart explaining the normal electric device winning opening control process in the main control board 300 related to the simultaneous rotation reference example. This normal electric device winning opening control process is executed when the normal game management phase is "04H".
[0570] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is 0. If it is determined that the timer value of the normal game timer is not 0, the process proceeds to step S750-5. If it is determined that the timer value of the normal game timer is 0, the process proceeds to step S750-3.
[0571] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric accessory opening / closing switching counter is the upper limit value of the normal electric accessory opening / closing switching number. If it is determined that the counter value is the upper limit value, the process proceeds to step S750-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741.
[0572] (Step S741) In the above step S750-3, if it is determined that the counter value of the normal electric role opening / closing switching number counter is not the upper limit value of the normal electric role opening / closing switching number, the main CPU 300a executes the processing of the above step S741.
[0573] (Step S750-5) The main CPU 300a determines whether the counter value of the normal electric accessory winning ball number counter updated in the above step S530-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls during one opening / closing control has entered the first variable start opening 120B. If it is determined that the specified number has not been reached, the normal electric accessory winning opening opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.
[0574] (Step S750-7) The main CPU 300a stops the power supply to the normal electric accessory solenoid 120c and executes the normal electric accessory closing process required to close the first variable start opening 120B. As a result, the first variable start opening 120B is closed.
[0575] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.
[0576] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and ends the normal electric accessory winning opening control process.
[0577] 56 is a flowchart explaining the normal electric device winning hole closing validity process in the main control board 300 according to the simultaneous rotation reference example. This normal electric device winning hole closing validity process is executed when the normal game management phase is "05H".
[0578] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric accessory winning port closure validity process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S760-3.
[0579] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.
[0580] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the normal electric role winning hole closure valid processing.
[0581] 57 is a flowchart explaining the normal electric device winning port end wait processing in the main control board 300 related to the simultaneous rotation reference example. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".
[0582] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric accessory winning port end wait process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S770-3.
[0583] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the normal electric device winning port end wait process. As a result, if a normal symbol reserve 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 type 1 gaming machine, type 1 / 2 gaming machine, and simultaneous spinning machine, and specific processing related to the performance will be explained.
[0584] <Example of production reference> 58 is a diagram illustrating an example of a variation effect of a no-reach variation pattern according to a reference example of the variation effect. As described above, when a big role lottery is performed on the main control board 300, a variation effect is executed to notify the result of the big role lottery while the special symbol is being displayed, that is, over the time the special symbol is being displayed. In this variation effect, various background images are displayed on the main performance display unit 200a, and the performance symbols 210a, 210b, and 210c are displayed superimposed on these background images. During the variation effect, sound is output from the audio output device 206 in accordance with the image displayed on the main performance display unit 200a, the performance lighting device 204 is controlled to light up, and the performance role device 202 is controlled to move, but detailed explanations will be omitted here.
[0585] The variable effects in the reference examples are broadly divided into non-reach variable patterns and reach variable patterns. In the variable effect of the non-reach variable pattern, a background image (not shown) is displayed on the main effect display unit 200a, and the effect symbols 210a, 210b, and 210c are superimposed on this background image and displayed. For example, as shown in FIG. 58(a), the effect symbols 210a, 210b, and 210c are displayed stationary in a combination indicating that the result of the major role lottery was a miss. In this state, when a new special symbol is displayed, as the variable display of the special symbol begins, the three effect symbols 210a, 210b, and 210c begin to display (scroll) as shown in FIG. 58(b). Note that the downward white arrow in the figure indicates that the effect symbols 210a, 210b, and 210c are displayed scrolling vertically.
[0586] Then, as shown in Fig. 58(c), first, the effect symbol 210a is stopped and displayed, and then, as shown in Fig. 58(d), the effect symbol 210c, which is different from the effect symbol 210a, is stopped and displayed. Then, after the variable display of the special symbol has finished, at almost the same timing as the special symbol is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, the effect symbol 210b is stopped and displayed, as shown in Fig. 58(e), and the result of the big role lottery is notified to the player by the final stopped display mode of the three effect symbols 210a, 210b, 210c at this time.
[0587] Figure 59 is a diagram explaining an example of a variation effect of a normal reach variation pattern according to a variation example. In the variation 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 variation effect of the normal reach variation pattern, similar to the variation effect of the no-reach variation pattern, the variation display of the performance symbols 210a, 210b, and 210c begins with the start of the variation display of the special symbol, and as shown in Figure 59(a), the performance symbol 210a is first stopped and displayed. After that, as shown in Figure 59(b), the performance symbol 210c identical to the performance symbol 210a is stopped and displayed.
[0588] In this way, when the main effect display unit 200a displays the same effect symbols 210a, 210c in a stopped state, as shown in FIG. 59(c), the word "reach" is displayed superimposed on the effect symbols 210a, 210c in the main effect display unit 200a. Note that there are multiple types of reach states, and the same effect symbols 210a, 210c with any of the numbers "1" to "9" written on them are stopped and displayed. Thereafter, as shown in FIG. 59(d), the shapes of the effect symbols 210a, 210c are changed from those before the reach state, and the variable display continues. Then, as shown in FIG. 59(e), finally, an effect symbol 210b different from the effect symbols 210a, 210c is stopped and displayed, and the player is notified that the result of the big role lottery was a loss.
[0589] Fig. 60 is a diagram illustrating an example of a variation effect of an advanced reach variation pattern at the time of a miss according to the reference example of the effect, and Fig. 61 is a diagram illustrating an example of a variation effect of an advanced reach variation pattern at the time of a jackpot according to the reference example of the effect. As shown in Figs. 60(a)-(d) and 61(a)-(d), the variation effect of the advanced reach variation pattern is similar to the variation effect of the normal reach variation pattern, in that the main effect display unit 200a displays the effect symbols 210a and 210c in a reach mode, and then a reach variation effect is executed in which a predetermined development image (video) is played and displayed. In this reach variation effect, for example, as shown in Figs. 60(e) and 61(e), a mission is displayed on the main effect display unit 200a, and images for accomplishing the mission are displayed as shown in Figs. 60(f), (g) and 61(f), (g).
[0590] Here, the development images for reach development effects are roughly divided into a loss pattern and a jackpot pattern, and in the development image for a loss pattern, an image indicating failure of the mission is finally displayed as shown in Fig. 60(h), and then, as shown in Fig. 60(i), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a loss. On the other hand, in the development image for a jackpot pattern, an image indicating success of the mission is finally displayed as shown in Fig. 61(h), and then, as shown in Fig. 61(i), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a jackpot.
[0591] The reach development effects include, for example, mission effects in which development images showing the content of a mission being taken on are displayed, and battle effects in which development images showing an ally character fighting an enemy character are displayed, as described above. The mission effects have a plurality of execution patterns that differ in the content of the mission, and the battle effects have a plurality of execution patterns that differ in the characters that appear and the fighting methods. As described above, the execution patterns of the mission effects are broadly divided into jackpot patterns in which the mission is accomplished and failure patterns in which the mission is failed, and the execution patterns of the battle effects are similarly broadly divided into jackpot patterns in which the ally character wins against the enemy character and failure patterns in which the ally character is defeated by the enemy character.
[0592] The big win pattern and the losing pattern are composed of the same content until the end of the performance, and differ in whether the ally character ultimately wins or loses, or whether the mission is accomplished or not. Therefore, during the reach development performance, the player cannot distinguish the result of the big role lottery until the end of the variable performance, and the player is given a sense of expectation of a big win.
[0593] The big win pattern is selected only when the result of the big win lottery is a big win, and the miss pattern is selected only when the result of the big win lottery is a miss. However, in one variable performance, the reach development performance may be executed twice, in which case the first reach development performance is executed as a miss pattern, and the second reach development performance is executed as a miss pattern or a big win pattern. Below, we will explain the flow of the performance when the reach development performance is executed twice in one variable performance.
[0594] Figure 62 is a diagram illustrating an example of a variable effect when the reach development effect according to the reference effect example is executed twice. For example, after the effect symbols 210a and 210c are displayed in a reach mode, a mission effect is executed as shown in Figures 62(a) and (b). Up to this point, there is no difference from when the reach development effect is executed only once in one variable effect, but immediately after it is notified that the mission has not been achieved, "REACH UP" is displayed on the main effect display section 200a as shown in Figure 62(c).
[0595] After that, as shown in Fig. 62(d), a development image for a battle effect is displayed on the main effect display unit 200a, and a second reach development effect is started. This development image for a battle effect shows a battle between an ally character and an enemy character, and when a jackpot is won, as shown in Fig. 62(e), the ally character ultimately wins over the enemy character, and as shown in Fig. 62(f), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that indicates a jackpot. On the other hand, when a loss occurs, as shown in Fig. 62(g), the ally character ultimately loses to the enemy character, and as shown in Fig. 62(h), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that indicates a loss.
[0596] Figure 63 is a diagram illustrating an example of a variation effect of a pseudo-continuous reach variation pattern according to a reference example of the effect. As shown in Figure 63(a), when the variation display of the effect symbols 210a, 210b, and 210c starts, the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in one of a plurality of pseudo patterns provided in advance, as shown in Figure 63(b). This pseudo pattern is, for example, a temporary stop display of the same effect symbols 210a and 210b and an effect symbol 210c with a number "2" larger than the effect symbols 210a and 210b.
[0597] When the performance symbols 210a, 210b, and 210c are temporarily stopped and displayed in a pseudo mode, the variable display of the performance symbols 210a, 210b, and 210c is resumed as shown in Fig. 63(c). In other words, the pseudo mode can be said to indicate the re-variable display of the performance symbols 210a, 210b, and 210c. After that, as shown in Fig. 63(d), the performance symbols 210a, 210b, and 210c are temporarily stopped and displayed again in a pseudo mode.
[0598] Then, as shown in Figure 63(e), when the variable display of the performance patterns 210a, 210b, and 210c resumes, the performance patterns 210a and 210c are displayed in a reach mode as shown in Figure 63(f), and thereafter, as shown in Figures 63(g) to (i), the reach development performance is executed in the same manner as the developed reach variation pattern, and the result of the big role lottery is notified to the player.
[0599] In this way, the content of the pseudo-continuous reach fluctuation pattern's fluctuation performance until the performance symbols 210a, 210c reach a reach state is different from that of the developed reach fluctuation pattern, and after the reach state is reached, the fluctuation performance proceeds in the same way as the developed reach fluctuation pattern.
[0600] In the pseudo-continuous reach fluctuation pattern, a plurality of fluctuation display patterns of the performance symbols 210a, 210b, and 210c until the reach state is reached are provided, and the number of temporary stop displays of the performance symbols 210a, 210b, and 210c, in other words, the number of times of variable display of the performance symbols 210a, 210b, and 210c, is different for each fluctuation display pattern. This variable display pattern is determined by a fluctuation mode command, and the selection ratio of the fluctuation mode command when a jackpot is won and when a jackpot is lost is set so that the more the number of temporary stop displays (variable displays) of the performance symbols 210a, 210b, and 210c, the higher the possibility (hereinafter referred to as "reliability") that a jackpot will finally be announced.
[0601] Specifically, if the result of the big role lottery is a big win, the selection ratio of the variable mode command with a large number of variable display times is set higher than the selection ratio of the variable mode command with a small number of variable display times, and if the result of the big role lottery is a loss, the selection ratio of the variable mode command with a small number of variable display times is set higher than the selection ratio of the variable mode command with a large number of variable display times.
[0602] Furthermore, in the main control board 300, the reliability of the pseudo-continuous reach fluctuation pattern is set to be higher than the reliability of the extended reach fluctuation pattern. Therefore, the reliability is suggested by the number of times the performance symbols 210a, 210b, and 210c are temporarily stopped (varied), and the player watches the progress of the performance while hoping that the performance symbols 210a, 210b, and 210c will be temporarily stopped (varied) more often.
[0603] The execution pattern of the above-mentioned variable performance is determined and controlled by the sub-control board 330 based on the variable performance pattern command determined by the main control board 300. In other words, it can be said that the execution pattern of the variable performance is determined in cooperation between the main control board 300 and the sub-control board 330.
[0604] FIG. 64 is a diagram illustrating a variable effect determination table for a reference example of a display. FIG. 64(a) shows the first half variable effect determination table, and FIG. 64(b) shows the second half variable effect determination table. As described above, when a major role lottery is performed in the main control board 300, a variable pattern command is determined based on the result of the major role lottery, and each determined command is sent to the sub-control board 330. When the sub-control board 330 receives a variable mode command, it obtains a random number of 1 from the range of 0 to 249 and, by referring to the first half variable effect determination table, determines the execution pattern of the variable effect for the first half based on the obtained random number and the received variable mode command. When a variable pattern command is received, it obtains a random number of 1 from the range of 0 to 249 and, by referring to the second half variable effect determination table, determines the execution pattern of the variable effect for the second half based on the obtained random number and the received variable pattern command. Note that FIG. 64 shows only a portion of the first half variable effect determination table and the second half variable effect determination table.
[0605] As shown in Fig. 64, according to the first half variable performance determination table, a selection ratio for the execution pattern of the first half variable performance is set for each variable mode number (variation mode command), and according to the second half variable performance determination table, a selection ratio for the execution pattern of the second half variable performance is set for each variable pattern number (variation pattern command). Then, by combining and executing the execution patterns of the determined first and second half variable performances, one variable performance is executed.
[0606] The no-reach fluctuation pattern is executed when the first half execution pattern is set to "None," indicating that the first half fluctuation pattern will not be executed, and the second half execution pattern is set to "Normal Miss 1," "Normal Miss 2," "Special Miss 1," or "Special Miss 2," corresponding to the no-reach fluctuation pattern. For example, when a fluctuation mode command corresponding to the fluctuation mode number "01H," indicating that the first half fluctuation pattern will not be executed, is received, the sub-control board 330 always determines "None" as the first half execution pattern. Furthermore, the selection ratio is set in the second half fluctuation pattern determination table so that only "Normal Miss 1," "Normal Miss 2," "Special Miss 1," or "Special Miss 2" can be simultaneously received as the fluctuation pattern command. Therefore, by determining "None" as the first half execution pattern and determining "Normal Miss 1," "Normal Miss 2," "Special Miss 1," or "Special Miss 2" as the second half execution pattern, the execution pattern of the fluctuation effect is determined to be the no-reach fluctuation pattern.
[0607] On the other hand, the variation performance of the reach variation pattern is executed when a pattern other than "none" is determined as the execution pattern of the first half, and when any of the reach development performances (shown as developments 1 to 5 in the figure) is determined as the execution pattern of the second half. In other words, when the variation performance of the reach variation pattern is executed in the main performance display unit 200a, a variation mode command corresponding to a variation mode number other than the variation mode number = 01H is always received, and a variation pattern command corresponding to a variation pattern number for which any of developments 1 to 5 is determined is received.
[0608] Here, in Figure 64(a), "Normal Reach 1" and "Normal Reach 2" in the first half of the execution pattern respectively indicate the background image and the variable display pattern of the effect symbols 210a, 210b, 210c displayed on the main effect display unit 200a until the effect symbols 210a, 210b, 210c reach the reach state, more specifically, until the reach development effect starts, among the variable effects of the normal reach variation pattern. These image patterns are designed in advance to match the time of the variable display of the special symbol associated with the variation mode number, and for example, when "Normal Reach 1" is determined, the images shown in Figures 59(a) to (d) will be displayed on the main effect display unit 200a.
[0609] Also, in Figure 64 (a), "pseudo 2a" and the like in the execution pattern of the first half indicate the display pattern of the main variation effect image displayed on the main effect display unit 200a until the reach development effect starts, among the variation effects of the pseudo continuous reach variation pattern, that is, the execution pattern of the pattern display effect in which the effect symbols 210a, 210b, and 210c are displayed in a variable manner. For example, "pseudo 2a" indicates that the pseudo continuous reach variation pattern of "pseudo 2" in which the variation display number of the effect symbols 210a, 210b, and 210c is two, and the main variation effect image is display pattern a. Also, "pseudo 3b" indicates that the pseudo continuous reach variation pattern of "pseudo 3" in which the variation display number of the effect symbols 210a, 210b, and 210c is three, and the main variation effect image is display pattern b.
[0610] In the first half variation effect determination table and the second half variation effect determination table shown in Figure 64, the selection ratio is set so that the variation effects of the no-reach variation pattern and the normal reach variation pattern are executed only when the result of the big role lottery is a miss. Also, the developed reach variation pattern and the pseudo-continuous reach variation pattern are determined both when there is a miss and when there is a jackpot, but the developed reach variation pattern has a higher selection ratio when there is a miss and a lower selection ratio when there is a jackpot than the pseudo-continuous reach variation pattern. In this way, by setting the selection ratio when there is a miss and when there is a jackpot, the pseudo-continuous reach variation pattern is set to have a higher reliability than the developed reach variation pattern.
[0611] Furthermore, in the pseudo-successive reach fluctuation pattern, the more the number of pseudo times, the higher the selection ratio at the time of big win and the lower the selection ratio at the time of miss, and the more the number of pseudo times, the higher the reliability is set.
[0612] As described above, the general flow of the variable performance is determined by the variable performance determination table, but at the start of the variable performance, the execution possibility and execution pattern of various element performances that make up the variable performance are further determined based on the variable mode command or the variable pattern command. Here, the element performance refers to all performances that make up the variable performance, such as the variable display of the performance symbols 210a, 210b, and 210c on the main performance display unit 200a, the development image displayed on the main performance display unit 200a in the reach development performance, and even the performance that moves the performance role device 202. In the embodiment, as element performances that make up the variable performance, preview performances (suggestive performances) are executed at various times during the variable performance.
[0613] This preview effect is an effect in which a predetermined image is displayed on the main effect display unit 200a or the effect role device 202 is moved at a predetermined timing at the start of a variation effect, when the variation effects of the pseudo-continuous reach variation pattern are re-varied and displayed, and further during a reach development effect, and the possibility of execution and the execution pattern are determined for each preview effect. Each preview effect has a plurality of types of execution patterns, and for each of the plurality of execution patterns, a selection ratio is set for each variation pattern command or variation mode command, in other words, for each possibility of winning a jackpot, and an expected value is set for each execution pattern according to this selection ratio.
[0614] As explained above, when the sub-control board 330 receives a variation pattern command, the execution pattern of the variation effect, whether or not each element effect can be executed, and the execution pattern are determined, and the variation effect is executed while the special symbol is being varied. In this way, the variation effect is executed once for one variation display of the special symbol, but in the embodiment, a variation effect spanning multiple variations of the special symbol is also executed.
[0615] FIG. 65 is a diagram illustrating an example of a hold display effect according to a reference example. A hold display area 211 is provided below the main effect display unit 200a. Although not shown in FIGS. 58 to 63, the hold display area 211 is always displayed on the main effect display unit 200a, even during variable effects and while waiting for a game. During variable effects, a hold display effect is performed in this hold display area 211. In the hold display effect, a hold display 212a indicating a hold read into the processing area (zeroth memory unit) during a major role lottery, and a first hold display 212b, a second hold display 212c, a third hold display 212d, and a fourth hold display 212e indicating holds stored in the first to fourth memory units of the first special symbol hold memory area, respectively, are displayed in the hold display area 211. Note that, hereinafter, the hold display 212a and the first to fourth hold displays 212b to 212e are collectively referred to as hold display 212.
[0616] For example, when a special symbol is being displayed in a variable manner and four special 1 reserves are stored in the main RAM 300c, as shown in FIG. 65(a), the reserve display 212a, the first reserve display 212b to the fourth reserve display 212e, a total of five reserve displays 212 are displayed in the reserve display area 211. Then, from this state, the variable display of the special symbol ends, the special 1 reserve stored in the first memory unit is read into the processing area (0th memory unit), and a major role lottery is performed, and the reserve shift processing of the main RAM 300c is executed, as shown in FIG. 65(b), the reserve display 212a is erased, and the first reserve display 212b to the fourth reserve display 212e are moved one position to the left and displayed. Furthermore, when the next special 1 reserve is read from this state, as shown in FIG. 65(c), each reserve display 212 is further moved and displayed. In this way, the hold display effect is an effect that notifies the player of the number...
Claims
[Claim 1] A game board on which a game area into which game balls flow down is formed; A determination means for determining whether or not a game has been won based on the entry of a game ball into a starting hole provided in the game area; A variable performance execution means for executing a variable performance suggesting the result of the hit / miss judgment; A large prize opening opening / closing means for executing a large prize opening opening / closing game in which a large prize opening provided in the game area is opened and closed based on the result of the win / loss judgment; A specific effect execution means for executing a specific effect during the large prize opening and closing game; A state setting means for setting a game state to a predetermined state after the end of the big prize opening / closing game; Equipped with The variable performance execution means includes: A gaming machine characterized in that, in the specified state, if the result of the hit / miss judgment up to a specified number of times is a miss, a special variable performance which has at least a portion in common with the specific performance is executed during the specified number of variable performances.
Citation Information
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