Pachinko machine
The gaming machine addresses the need for enhanced player engagement by incorporating multiple game states and dynamic gameplay elements, such as a variable starting port and advantageous game execution, resulting in a more exciting and unpredictable experience.
Patent Information
- Application Number
- JP2021120486
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-07-21
- Publication Date
- 2025-05-30
- Estimated Expiration
- 2041-07-21
AI Technical Summary
Existing gaming machines lack innovative features to enhance player interest and engagement, with conventional winning mechanisms becoming repetitive and less exciting.
A gaming machine with multiple game states and dynamic gameplay elements, including a variable starting port, adjustable game progress conditions, and a system for executing advantageous games based on win/loss determinations, to create a more engaging and unpredictable experience.
The gaming machine effectively enhances player interest by introducing new gameplay dynamics, increasing the unpredictability of outcomes, and providing a more immersive experience through varied game states and advantageous game execution.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, a major winning lottery is performed based on the entry of a game ball into a start port. When winning a big hit in this major winning lottery, a major winning game in which a big winning port is opened is known to be executed. In such a gaming machine, variable information is determined based on the result of the major winning lottery, and a variable effect that suggests the winning expectancy of a big hit is executed based on the variable information.
[0003] Patent Documents 1 and 2 propose a gaming machine in which a non-electric operating area is provided in a variable start port called a so-called electric chew, and a non-electric winning port is opened by a game ball that enters the variable start port.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0005] As described above, gaming machines having various gaming properties have been proposed, but there is a demand for the development of a gaming machine capable of further improving the interest of the game with a new gaming property.
[0006] An object of the present invention is to provide a gaming machine capable of improving the interest of the game with a new gaming property.
Means for Solving the Problems
[0007] In order to solve the above problems, a gaming machine according to the present invention is a gaming machine provided with a plurality of gaming states having different game progress conditions, and includes a game board on which a game area is formed, a starting port provided in the game area and including at least a variable starting port, determination means for performing a win / loss determination based on the entry of a game ball into the starting port, Variation time determination means for determining the variation time until the result of the pass / fail determination is finalized, and when the variation time has elapsed, by the win / loss determination "is" if the determination result of winning is "is finalized" an advantageous game execution means for executing an advantageous game favorable to the player, a state setting means for setting the game state after the advantageous game, An entry area provided in the game area, lottery means for performing a general drawing lottery based on the entry of a game ball into the entry area, and when a winning determination result is derived by the general drawing lottery, Based on the progress conditions defined for the game state, the variable starting port "is" opening / closing control Execute an auxiliary game opening / closing control means for performing, a winning port that is openably provided in the game area and can be opened by a game ball that has entered the variable starting port, and payout control means for paying out prize balls based on the entry of a game ball into the winning port. Among the plurality of game states, there are an initial state, a first state in which the progress conditions are defined such that game balls are more likely to enter the variable starting port than in the initial state, and a second state in which the progress conditions are defined such that game balls are less likely to enter the variable starting port than in the first state. The game states set after the advantageous game include the first state and the second state. The opening / closing control means can execute a specific auxiliary game in which the variable start opening is opened and closed a plurality of times as the auxiliary game when the winning determination result is derived by the general drawing lottery in the first state. When the variation time determination means determines the variation time during the specific auxiliary game, the variation time can be determined to be longer than the time from the start to the end of the specific auxiliary game. It is characterized by this.
Advantages of the Invention
[0008] According to the present invention, the interest of the game can be improved by the new gameplay.
Brief Description of the Drawings
[0009]
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Mode for carrying out the invention
[0010] Below, referring to the accompanying drawings, the preferred embodiment which concerns on this invention is demonstrated in detail. The dimensions, materials, other specific numerical values etc. which are shown by such an embodiment are only illustrations for facilitating understanding of the invention, and do not limit this invention especially unless there is a notice. In this specification and drawings, about the element which has substantially the same function and structure, the same code | symbol is attached | subjected and duplication description is abbreviate | omitted, and the element which has nothing to do with this invention directly is abbreviate | omitted from illustration.
[0011] In order to facilitate understanding of the embodiment of this invention, first, as a simultaneous rotation reference example, the mechanical structure and electrical structure of a so-called simultaneous rotation machine, and the specific process in each board | substrate are demonstrated. And as an effect reference example, the specific effect which can be performed in a simultaneous rotation machine and the specific process which concerns on the said effect are demonstrated. After that, as an embodiment of this invention, the structure different from each reference example is demonstrated concretely.
[0012] <Simultaneous rotation reference example> FIG. 1 is a perspective view of the gaming machine 100 which concerns on a simultaneous rotation reference example, and shows the state where the door was opened. As shown in the figure, the gaming machine 100 includes an outer frame 102 in which a surrounding space is formed by four sides assembled in a substantially rectangular shape, a middle frame 104 attached to the outer frame 102 so as to be openable and closable by a hinge mechanism, and a front frame 106 attached to the middle frame 104 so as to be openable and closable by a hinge mechanism.
[0013] Similar to the outer frame 102, the middle frame 104 is formed with an enclosed space surrounded by four sides assembled in a substantially rectangular shape, and the game board 108 is held in this enclosed space. Further, a transparent plate 110 made of glass or resin is held on the front frame 106. When the middle frame 104 and the front frame 106 are closed with respect to the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially in parallel while maintaining a predetermined interval, and the game board 108 can be visually recognized through the transparent plate 110 from the front side of the gaming machine 100.
[0014] FIG. 2 is a front view of the gaming machine 100 according to the reference example of simultaneous rotation. As shown in this figure, an operation handle 112 protruding to the front side of the gaming machine 100 is provided at the lower part of the front frame 106. This operation handle 112 is provided so that the player can rotate it. When the player rotates the operation handle 112 to perform a firing operation, a game ball is fired by a firing mechanism (not shown) with an intensity corresponding to the rotation angle of the operation handle 112. The game ball fired in this way rises between the rails 114a and 114b provided on the game board 108 and is guided to the game area 116.
[0015] The game area 116 is a space formed between the game board 108 and the transparent plate 110, and is an area where the game ball can flow down or roll. A large number of pins and windmills (not shown) are provided on the game board 108, and the game ball guided to the game area 116 collides with the pins and windmills and flows down and rolls in irregular directions.
[0016] The gaming area 116 includes a first gaming area 116a and a second gaming area 116b that vary the degree of entry of the game balls according to the firing intensity of the firing mechanism and enable the distribution of the game balls. The first gaming area 116a is located on the left side of the gaming area 116 as viewed from the player facing the gaming machine 100, and the second gaming area 116b is located on the right side of the gaming area 116 as viewed from the player facing the gaming machine 100. Since the rails 114a and 114b are on the left side of the gaming area 116, the game balls fired by the firing mechanism with a firing intensity less than a predetermined intensity enter the first gaming area 116a, and the game balls fired with a firing intensity equal to or greater than the predetermined intensity enter the second gaming area 116b.
[0017] In addition, the gaming area 116 is provided with a general winning opening 118 into which the game balls can enter, a first fixed start opening 120A, a first variable start opening 120B, a second start opening 122, and a normal pattern operation opening 125. When the game balls enter these general winning opening 118, first fixed start opening 120A, first variable start opening 120B, second start opening 122, and normal pattern operation opening 125, predetermined prize balls are paid out to the player. Hereinafter, the first fixed start opening 120A and the first variable start opening 120B are collectively referred to as the first start opening 120.
[0018] As will be described in detail later, a first start area is provided in the first start opening 120, and a second start area is provided in the second start opening 122. When a game ball enters the first start opening 120 or the second start opening 122 and the game ball enters the first start area or the second start area, a lottery is conducted to determine one of a plurality of special symbols provided in advance. Each special symbol is associated with the availability of executing a major winning game or a minor winning game that is advantageous to the player. Therefore, when a game ball enters the first start opening 120 or the second start opening 122, the player obtains a predetermined number of prize balls and at the same time obtains an opportunity to acquire the right to receive various gaming benefits.
[0019] In addition, the first fixed starting port 120A, the second starting port 122, and the normal pattern operation port 125 are composed of fixed starting ports that are always open for game balls to enter. On the other hand, a movable piece 120b is provided on the first variable starting port 120B so as to be openable and closable, and it is composed of a variable starting port in which the ease of entry of game balls into the first variable starting port 120B changes according to the state of the movable piece 120b. Specifically, the movable piece 120b is normally maintained in a closed state, and during this time, it is difficult or impossible for game balls to enter the first variable starting port 120B.
[0020] On the other hand, when a game ball passes through the gate 124 provided in the game area 116 (the second game area 116b) or a game ball enters the normal pattern operation port 125, a lottery for the normal pattern described later is performed. When winning the lottery, the movable piece 120b is controlled to be in an open state for a predetermined time. When the movable piece 120b is in an open state, it becomes possible for game balls to enter the first variable starting port 120B. In this way, the movable piece 120b functions as a movable member (starting variable winning device) that transitions between an open state that allows game balls to enter the first variable starting port 120B and a closed state in which it is more difficult or impossible for game balls to enter the first variable starting port 120B than in the open state.
[0021] Note that only game balls flowing down in the first game area 116a can enter the first fixed starting port 120A, and the first variable starting port 120B and the second starting port 122 are arranged at positions where only game balls flowing down in the second game area 116b can enter. Although game balls flowing down in the second game area 116b may enter the first fixed starting port 120A, in this case, it is desirable to arrange the first fixed starting port 120A at a position where game balls flowing down in the first game area 116a are more likely to enter than game balls flowing down in the second game area 116b.
[0022] Similarly, although the first variable starting port 120B and the second starting port 122 may receive the game balls flowing down the first game area 116a, in this case, it is desirable to arrange the game balls flowing down the second game area 116b at a position where they are more likely to enter than the game balls flowing down the first game area 116a. In any case, the first fixed starting port 120A is arranged at a position where at least the game balls flowing down the first game area 116a can enter, and the first variable starting port 120B and the second starting port 122 may be arranged at positions where at least the game balls flowing down the second game area 116b can enter.
[0023] Furthermore, a first large winning port 126 and a second large winning port 128 are provided in the second game area 116b. The first large winning port 126 and the second large winning port 128 are arranged at positions where only the game balls flowing down the second game area 116b can enter. However, the first large winning port 126 and the second large winning port 128 may be arranged so that any game balls flowing down the first game area 116a and the second game area 116b can enter.
[0024] An opening / closing door 126b is provided for the first large winning port 126 so as to be openable and closable. Normally, the opening / closing door 126b closes the first large winning port 126, making it impossible for game balls to enter the first large winning port 126. Specifically, in the closed state, the opening / closing door 126b is flush with the surface of the game board 108, and the game balls flow down in front of the first large winning port 126. On the other hand, when the above-mentioned big role game is executed, the opening / closing door 126b is opened and functions as a tray for guiding the game balls into the first large winning port 126, making it possible for game balls to enter the first large winning port 126. When a game ball enters the first large winning port 126, a predetermined number of prize balls are paid out to the player.
[0025] The second large winning opening 128 is provided below the first large winning opening 126 in the second game area 116b. The second large winning opening 128 includes a movable piece 128b, and normally, the movable piece 128b is maintained in a closed state. On the other hand, when a small hit game described later is executed, the movable piece 128b is controlled to be in an open state, and it becomes possible for game balls to enter the second large winning opening 128. Hereinafter, the first large winning opening 126 and the second large winning opening 128 are collectively referred to simply as the large winning opening.
[0026] FIG. 3 is a diagram for explaining the second large winning opening 128 according to the simultaneous rotation reference example. In the second game area 116b, a structure 129 protruding toward the front side of the game board 108 is provided. This structure 129 is surrounded by four sides and a bottom side located in the left - right direction and the front - rear direction of the gaming machine 100, and an opening is formed at the upper part. The opening formed at the upper part of this structure 129 serves as the second large winning opening 128. A movable piece 128b is provided at the upper part of the structure 129, and normally, as shown in FIG. 3(a), the movable piece 128b is maintained in a closed state closing the second large winning 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 a closed state, the game balls flowing down in the game area 116 (the second game area 116b) will fall onto the movable piece 128b. Here, the bottom side of the structure 129 is substantially parallel to the horizontal direction, and the right - hand side surface of the gaming machine 100 has a dimension relationship that is slightly longer in the height direction than the left - hand side surface. Therefore, the left side of the second large winning opening 128 is slightly lower than the right side, and the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is at a slightly lower position than the right side. Therefore, when the movable piece 128b is in the closed state, as indicated by the arrow in FIG. 3(a), the game balls that have fallen onto the movable piece 128b will slowly roll from the right side to the left side on the movable piece 128b.
[0028] When the minor hit 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 slides toward the back side of the game board 108 to transition from the closed state to the open state. As a result, when transitioning from the closed state to the open state, the game ball rolling on the movable piece 128b drops by its own weight into the second large winning opening 128.
[0029] In this way, in the simultaneous rotation reference example, the movable piece 128b is slightly inclined to ensure a longer time for the game ball to roll on the movable piece 128b. Then, when the movable piece 128b transitions from the closed state to the open state, the game ball rolling on the movable piece 128b is guided into the second large winning opening 128. With the above configuration, even if the time for maintaining the movable piece 128b in the open state is slightly set, a predetermined number of game balls can be guided into the second large winning opening 128. In other words, the time for maintaining the movable piece 128b in the open state, which is required to let a predetermined number of game balls enter the second large winning opening 128, can be made short. Note that a hole communicating with the back side of the game board 108 is formed on the back surface of the structure 129, and the game ball that has entered the second large winning opening 128 is discharged to the back side of the game board 108. Then, when a game ball enters the second large winning opening 128, a predetermined number of prize balls are paid out to the player.
[0030] Here, the configuration of the second large winning opening 128 has been described, but the first variable starting opening 120B also has the same configuration as the second large winning opening 128. That is, the movable piece 120b of the first variable starting opening 120B protrudes toward the front side of the game board 108 in the closed state, and the game ball rolls on the movable piece 120b. In the open state of the movable piece 120b, the movable piece 120b slides to the back side of the game board 108, enabling the game ball to enter the first variable starting opening 120B. However, as shown in FIG. 2, the right side of the movable piece 128b is at a higher position than the left side when viewed from the front of the gaming machine 100, whereas the left side of the movable piece 120b is at a higher position 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 rotation reference example, at the uppermost part of the second game area 116b, the second starting port 122 and the gate 124 are arranged in parallel. All the game balls guided to the second game area 116b either enter the second starting port 122 or flow downward after passing through the gate 124. In the simultaneous rotation reference example, for each game ball entering the second starting port 122, one game ball is paid out as a bonus ball.
[0032] When a game ball enters the second starting port 122, one game ball is paid out as a bonus ball, and a lottery is conducted to determine whether to execute a major winning game or a minor winning game. Also, when a game ball passes through the gate 124, a lottery is conducted to determine whether to open the first variable starting port 120B (movable piece 120b).
[0033] Immediately below the second starting port 122 and the gate 124, the first large winning port 126 is provided. When the first large winning port 126 is in the open state, all the game balls that flow downward after passing through the gate 124 are arranged to enter the first large winning port 126. In the simultaneous rotation reference example, the first large winning port 126 is opened only in a major winning game. That is, the first large winning port 126 can be said to be a large winning port dedicated to major winning games. When a game ball enters the first large winning port 126 during a major winning game, two or more predetermined numbers (here, 15) of game balls are paid out as bonus balls for each game ball entering.
[0034] Below the first large winning port 126, the first variable starting port 120B is provided. Also, an out port 131 is provided between the first large winning port 126 and the first variable starting port 120B. The out port 131 is the entrance of a passage for discharging game balls from the game area 116, and even if a game ball enters the out port 131, no bonus ball is paid out.
[0035] In the second game area 116b, pins are arranged such that most (for example, 90% or more) of the game balls that have flowed down below the first big winning opening 126 fall onto the movable piece 120b. Also, a part (for example, 1% - 10%) of the game balls that have flowed down below the first big winning opening 126 is guided to the out opening 131 by these pins.
[0036] When the first variable start opening 120B is in the closed state, game balls roll on the movable piece 120b. When the movable piece 120b becomes open while game balls are rolling on the movable piece 120b, all the game balls on the movable piece 120b are guided into the first variable start opening 120B. When a game ball enters the first variable start opening 120B, one game ball is paid out as a bonus ball for each game ball that enters, and a lottery is conducted to determine whether a major winning game or a minor winning game is to be executed, etc.
[0037] Game balls that do not enter the first variable start opening 120B fall to the right side in a front view of the gaming machine 100 from above the movable piece 120b. Below the first variable start opening 120B, a second big winning opening 128 is provided, and most of the game balls that have fallen from above the movable piece 120b roll on the movable piece 128b of the second big winning opening 128. The game balls on the movable piece 128b slowly roll from the right side to the left side in a front view of the gaming machine 100 due to the inclination of the movable piece 128b.
[0038] Although it will be described in detail later, in the simultaneous rotation reference example, the second big winning opening 128 is opened only in a minor winning game. That is to say, the second big winning opening 128 can be said to be a big winning opening dedicated to the minor winning game. When the movable piece 128b becomes open while game balls are rolling on the movable piece 128b, all the game balls on the movable piece 128b are guided into the second big winning opening 128. When a game ball enters the second big winning opening 128 during a minor winning game, two or more predetermined numbers (here, 15) of game balls are paid out as bonus balls for each game ball that enters.
[0039] Below the lower left of the second largest winning opening 128, a general pattern operation opening 125 is provided. Here, nails are arranged in the second game area 116b so that almost all of the game balls that have fallen downward from above the second largest winning opening 128 enter the general pattern operation opening 125. In the simultaneous rotation reference example, the general pattern operation opening 125 constitutes a "specific winning opening" where one game ball is paid out as a bonus ball for each game ball that enters. Also, when a game ball enters the general pattern operation opening 125, a lottery is conducted to determine whether to open the first variable start opening 120B (movable piece 120b) in the same manner as when a game ball passes through the gate 124.
[0040] Note that at the bottom of the game area 116, a discharge port 130 is provided to discharge game balls that have not entered any of the general winning opening 118, the first start opening 120, the second start opening 122, the general pattern operation opening 125, or the large winning opening from the game area 116 to the back side of the game board 108.
[0041] And, in the gaming machine 100, as an effect device that performs effects during the progress of the game, there are provided an effect display device 200 composed of a liquid crystal display device, an effect character device 202 composed of a movable device, an effect lighting device 204 composed of lamps controlled in various lighting modes and emission colors, a sound output device 206 composed of a speaker, and an effect operation device 208 that accepts operations from the player.
[0042] The effect display device 200 includes a main effect display unit 200a composed of an image display unit that displays images, and this main effect display unit 200a is arranged in the substantially central portion of the game board 108 so as to be visible from the front side of the gaming machine 100. As shown in the figure, various effects such as the variable display of three effect symbols 210a, 210b, and 210c are executed on this main effect display unit 200a.
[0043] The performance prop device 202 is arranged in front of the main performance display unit 200a. Normally, it is retracted in a state of being divided into a plurality of constituent members at the origin position on the back side of the game board 108, and is not visible to the player. Then, during the variable display of the above-mentioned performance symbols 210a, 210b, 210c, etc., when each constituent member moves to the movable position in front of the main performance display unit 200a by driving the actuator, the constituent members are combined in front of the main performance display unit 200a, giving the player a sense of expectation of a big win.
[0044] The performance lighting device 204 is provided on the performance prop device 202, the game board 108, etc., and is variously controlled to light up according to the image etc. displayed on the main performance display unit 200a.
[0045] The audio output device 206 is provided at the upper position of the front frame 106 or the lowermost position of the outer frame 102, and outputs various sounds toward the front side of the gaming machine 100 according to the image etc. displayed on the main performance display unit 200a.
[0046] The performance operation device 208 is composed of buttons that receive the pressing operation of the player, and is provided at a substantially central position in the width direction of the gaming machine 100 and below the transparent plate 110. This performance operation device 208 is activated according to the image etc. displayed on the main performance display unit 200a. When it receives the player's operation within the operation effective time, various performances are executed according to the operation.
[0047] In addition, reference numeral 132 in the figure is an upper tray into which prize balls paid out from the gaming machine 100 or gaming balls lent out from the gaming ball lending device are guided. When this upper tray 132 is filled with gaming balls, the gaming balls are guided to the lower tray 134. Further, on the bottom surface of this lower tray 134, a ball discharge hole (not shown) for discharging gaming balls from the lower tray 134 is formed. This ball discharge hole is normally closed by an opening / closing plate (not shown), but by pressing the ball discharge knob 134a, the opening / closing plate slides integrally with the ball discharge knob 134a, and it is possible to discharge the gaming balls from the ball discharge hole below the lower tray 134.
[0048] In addition, on the game board 108, outside the game area 116 and at a position visible to the player, a first special symbol display 160, a second special symbol display 162, a first special symbol hold display 164, a second special symbol hold display 166, a normal symbol display 168, a normal symbol hold display 170, and a right strike notification display 172 are provided. Each of these displays 160 to 172 is a device for displaying various situations related to the game, and the details thereof will be described later.
[0049] (Internal Configuration of Control Means) FIG. 4 is a block diagram showing the internal configuration of control means for controlling the progress of a game according to a simultaneous rotation reference example.
[0050] The main control board 300 controls the basic operations of the game. This main control board 300 includes a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads out a program stored in the main ROM 300b based on input signals from each detection switch and timer, performs arithmetic processing, directly controls each device and display, or transmits commands to other boards according to the results of the arithmetic processing. The main RAM 300c functions as a data work area during the arithmetic processing of the main CPU 300a.
[0051] On the main control board 300, there are a general winning port detection switch 118s for detecting the entry of a game ball into the general winning port 118, a first fixed start port detection switch 120As for detecting the entry of a game ball into the first fixed start port 120A, a first variable start port detection switch 120Bs for detecting the entry of a game ball into the first variable start port 120B, a second start port detection switch 122s for detecting the entry of a game ball into the second start port 122, a gate detection switch 124s for detecting the passage of a game ball through the gate 124, a general pattern operation port detection switch 125s for detecting the entry of a game ball into the general pattern operation port 125, a first big winning port detection switch 126s for detecting the entry of a game ball into the first big winning port 126, and a second big winning port detection switch 128s for detecting the entry of a game ball into the second big winning port 128. Detection signals are input from these respective detection switches into the main control board 300.
[0052] Also, connected to the main control board 300 are a normal electric accessory solenoid 120c for operating the movable piece 120b of the first variable start port 120B, a first big winning port solenoid 126c for operating the opening and closing door 126b of the first big winning port 126, and a second big winning port solenoid 128c for operating the movable piece 128b for opening and closing the second big winning port 128. The main control board 300 controls the opening and closing of the first variable start port 120B, the first big winning port 126, and the second big winning port 128.
[0053] Furthermore, connected to the main control board 300 are a first special symbol display 160, a second special symbol display 162, a first special symbol hold display 164, a second special symbol hold display 166, a normal symbol display 168, a normal symbol hold display 170, and a right hitting notification display 172. The main control board 300 controls the display of these respective displays.
[0054] Furthermore, a setting change switch 180s is provided on the back surface of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. An operation to change and confirm the set value becomes possible on the condition that the setting change switch 180s is turned on. Although details will be described later, in the gaming machine 100 of the simultaneous rotation reference example, one of six levels of set values with different degrees of advantage is stored as a registered set value in the set value buffer, and the game progresses according to the stored registered set value. Here, it is assumed that the set value has six levels, but the set value may be provided in only two levels of high setting and low setting, or may be provided in a plurality of other levels. Furthermore, the set value is not essential, and the degree of advantage may not be changed.
[0055] Also, a RAM clear button is provided on the back surface of the game board 108 so that it can be pressed, and the pressing operation of this RAM clear button is detected by a RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. When a RAM clear operation signal is input from the RAM clear switch 182s at the time of power-on, the main CPU 300a clears the main RAM 300c.
[0056] Also, a performance display monitor 184 is provided on the back surface of the game board 108. The registered set value and the base ratio are displayed on the performance display monitor 184 by the main control board 300.
[0057] Also, the gaming machine 100 of the simultaneous rotation reference example is roughly classified into a special game mainly started by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game started by the passage of a game ball through the gate 124 or the entry of a game ball into the general drawing operation port 125. Then, various programs for progressing the special game and the normal game, as well as various data and tables necessary for each game, are stored in the main ROM 300b of the main control board 300.
[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 performs control for launching game balls and control for paying out bonus balls. This payout control board 310 also includes a CPU, a ROM, and a RAM, and is connected to the main control board 300 so as to be capable of two-way communication. A game information output terminal board 312 is connected to this payout control board 310, and various pieces of information during the progress of the game output from the main control board 300 are output to a hall computer of the game parlor or the like via the payout control board 310 and the game information output terminal board 312.
[0059] In addition, a payout motor 314 for paying out the game balls stored in the storage section as bonus balls to the player is connected to the payout control board 310. The payout control board 310 controls the payout motor 314 based on a payout number designation command transmitted from the main control board 300 to control the payout of a predetermined number of bonus balls to the player. At this time, the number of game balls paid out is detected by a payout ball counting switch 316s, and it is possible to grasp whether the bonus balls to be paid out have been paid out to the player.
[0060] In addition, a dish full detection switch 318s for detecting the full state of the lower dish 134 is connected to the payout control board 310. This dish full detection switch 318s is provided in the passage that guides the game balls paid out as bonus balls to the lower dish 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 stored in the lower dish 134 and it becomes full, the game balls stay in the passage toward the lower dish 134, and a game ball detection signal is continuously input from the dish full detection switch 318s to the payout control board 310. When the game ball detection signal is continuously input for a predetermined time, the payout control board 310 determines that the lower dish 134 is in a full state and transmits a dish full command to the main control board 300. On the other hand, when the continuous input of the game ball detection signal stops after transmitting the dish full command, it is determined that the full state has been released, and a dish full release command is transmitted to the main control board 300.
[0062] In addition, the payout control board 310 is provided with a launch control circuit 320 for controlling the launch of game balls. The payout control board 310 is connected to a touch sensor 112s provided on the operation handle 112 for detecting that the player has touched the operation handle 112, and an operation volume 112a for detecting the operation angle of the operation handle 112. When signals are input from the touch sensor 112s and the operation volume 112a, the launch control circuit 320 controls the solenoid 112c for launch provided in the game ball launch device to energize and launch the game ball.
[0063] The sub-control board 330 mainly controls various effects during the game and standby. This sub-control board 330 includes a sub-CPU 330a, a sub-ROM 330b, and a sub-RAM 330c, and is communicably connected to the main control board 300 in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out the program stored in the sub-ROM 330b based on commands transmitted from the main control board 300, input signals from timers, etc., performs arithmetic processing, and controls the execution of effects. At this time, the sub-RAM 330c functions as a work area for data during the arithmetic processing of the sub-CPU 330a.
[0064] Specifically, in the sub-control board 330, the sub-CPU 330a, the sub-ROM 330b, and the sub-RAM 330c cooperate to function as a sub-main, an image control unit, an accessory control unit, an illumination control unit, and an audio control unit. The sub-main determines the content of the effect to be executed or manages and generalizes the execution of the effect according to various input commands. The image control unit performs image display control for displaying an image on the main effect display unit 200a. A large number of image data such as symbols, backgrounds, and subtitles to be displayed on the main effect display unit 200a are stored in the sub-ROM 330b, and the image control unit reads the image data from the sub-ROM 330b into a VRAM (not shown) and controls the image display of the main effect display unit 200a.
[0065] In addition, the accessory control unit drives the actuator in accordance with the management of the effects by the sub-main, and controls the movement of the effect accessory device 202. The lighting control unit controls the lighting of the effect lighting device 204. Also, the audio control unit performs audio output control to output audio from the audio output device 206. A large number of audio data such as audio and music output from the audio output device 206 are stored in the sub-ROM 330b, and the audio control unit reads the audio data from the sub-ROM 330b and controls the audio output of the audio output device 206.
[0066] Furthermore, on the sub-control board 330, when an operation detection signal is input from the effect operation device detection switch 208s that detects that the effect operation device 208 has been pressed or rotated, a predetermined effect is executed.
[0067] Note that a power supply board (not shown) is connected to each board, and power is supplied to each board from a commercial power supply via the power supply board. Also, the power supply board is provided with a backup power supply composed of a capacitor.
[0068] FIG. 5 is an address map of the memory area used by the main CPU 300a according to the simultaneous rotation reference example. In FIG. 5, the addresses are shown in hexadecimal, and "H" indicates that it is in hexadecimal. As shown in FIG. 5, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) assigned to the main ROM 300b and a memory area (F000H to F3FFH) assigned to the main RAM 300c.
[0069] The memory area of the main ROM 300b has a use area (0000H to 1A7AH) for storing programs and data for controlling the progress of the game, and an area other than the use area, which stores programs and data for performing processes for tests defined by the game machine rules 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] In the used area of the main ROM 300b, there are provided a program area (0000H to 0A89H) where programs for controlling the progress of the game are stored, an unused area (0A8AH to 0FFFH), and a data area (1000H to 1A7AH) where data other than programs are stored. Note that the used area may not include the unused area (0A8AH to 0FFFH).
[0071] In the non - used area of the main ROM 300b, there are provided a program area (2000H to 27FFH) where programs for executing processes for performing tests defined by the game machine rules and processes for displaying the performance display monitor 184 are stored, and a data area (2800H to 2BFFH) where data other than these programs are stored.
[0072] Also, in the memory area of the main ROM 300b, in addition to the used area and the non - used area, there are provided an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) where arbitrary data such as the title and version of the program are stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) where information necessary for the main CPU 300a to execute programs is stored.
[0073] The memory area of the main RAM 300c has a used area (F000H to F1FFH) that is temporarily used when programs for controlling the progress of the game are being executed, and a non - used area other than the used area, which is a non - used area (F210H to F228H) that is temporarily used when programs for executing processes for performing tests defined by the game machine rules and processes for displaying the performance display monitor 184 are being executed.
[0074] In the used area of the main RAM 300c, there are a work area (F000H to F12AH) temporarily used when a program for controlling the progress of the game is being executed, an unused area (F12BH to F1D7H), and a stack area (F1D8H to F1FFH) for temporarily storing data during the execution of the program for controlling the progress of the game. Note that the used area may exclude the unused area (F12BH to F1D7H).
[0075] In the unused area of the main RAM 300c, there are a work area (F210H to F21FH) temporarily used when a program for performing a test defined by the game machine rules or for displaying the performance display monitor 184 is being executed, and a stack area (F220H to F228H) for temporarily storing data during the execution of these programs.
[0076] Also, in the memory area of the main RAM 300c, in addition to the used area and the unused area, there are an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0077] In this way, in the main ROM 300b and the main RAM 300c, a used area used for controlling the progress of the game and an unused area used for executing processes for performing tests defined by the game machine rules and for controlling the display of the performance display monitor 184 are separately provided.
[0078] And in the main RAM 300c, a 16-byte unused area (F200H to F20FH) is provided between the used area and the unused area. This unused area (F200H to F20FH) is set as a boundary area separating 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 the game is being executed, and preventing the used area from being used when a program for performing a test defined by the game machine rules or for controlling the display of the performance display monitor 184 is being executed.
[0079] Note that the unused area provided between the used area and the non - used area only needs to be at least 1 byte or more. From the perspective of fraud prevention, it is preferably 4 bytes or more, and more preferably set to 16 bytes or more. Also, although writing and reading of data are prohibited in the unused area, it may be cleared at a predetermined timing from the perspective of fraud prevention.
[0080] Next, the games in the gaming machine 100 of the simultaneous - rotation 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 - rotation reference example is a machine in which two types of games, a special game and a normal game, proceed in parallel. The special game proceeds in either a low - probability gaming state or a high - probability gaming state, and the normal game proceeds in either a non - time - shortening gaming state, a medium - time - shortening gaming state, or a time - shortening gaming state.
[0082] Details of each gaming state will be described later. The low - probability gaming state is a gaming state in which the probability of obtaining the right to execute a big - winning combination game in which the big winning opening is opened is set low. The high - probability gaming state is a gaming state in which the probability of obtaining the right to execute a big - winning combination game is set high. Also, the non - time - shortening gaming state is a gaming state in which the movable piece 120b is difficult to be in the open state and it is difficult for a game ball to enter the first variable starting opening 120B. The medium - time - shortening gaming state is a gaming state in which the movable piece 120b is more likely to be in the open state than in the non - time - shortening gaming state and it is easier for a game ball to enter the first variable starting opening 120B. Also, the time - shortening gaming state is a gaming state in which the movable piece 120b is even more likely to be in the open state than in the medium - time - shortening gaming state and it is easiest for a game ball to enter the first variable starting opening 120B. Note that in the time - shortening gaming state, when continuously shooting game balls toward the second game area 116b during the game, it is set such that the number of game balls slightly decreases or hardly decreases.
[0083] As described above, since the special game and the normal game proceed simultaneously, in the simultaneous rotation reference example, a game state is formed by combining a low-probability game state or a high-probability game state with any one of a non-time-limited game state, a medium-time-limited game state, and a time-limited game state. Hereinafter, for ease of understanding, the game states related to the special game, that is, the low-probability game state and the high-probability game state, are referred to as special game states, and the game states related to the normal game, that is, the non-time-limited game state, the medium-time-limited game state, and the time-limited game state, may be referred to as normal game states. The initial state of the gaming machine 100 is set to the low-probability game state and the non-time-limited game state.
[0084] When the player operates the operation handle 112 to launch a game ball into the game area 116 and the game ball flowing down the game area 116 enters the first start port 120 or the second start port 122, a lottery (hereinafter referred to as the "big winning combination lottery") is conducted to determine whether to grant the player a game benefit. In this big winning combination lottery, if a big win is selected, a big winning port is opened and a big winning combination game is executed in which a game ball can enter the big winning port, and after the end of the big winning combination game, the game state is set to any one of the above game states. Hereinafter, the big winning combination lottery method will be described.
[0085] Although it will be described in detail later, when a game ball enters the first start port 120 or the second start port 122, various random number values related to the big winning combination lottery (big win determination random number, winning symbol random number, variation pattern random number) are acquired, and each of these random number values is stored in the special symbol holding memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol holding memory area when a game ball enters the first start port 120 are collectively referred to as special 1 holding, and the various random numbers stored in the special symbol holding memory area when a game ball enters the second start port 122 are collectively referred to as special 2 holding.
[0086] The special figure reserved memory area of the main RAM 300c includes a first special figure reserved memory area and a second special figure reserved memory area. The first special figure reserved memory area and the second special figure reserved memory area each have four memory parts (first to fourth memory parts). When a game ball enters the first starting port 120, the special figure 1 reservation is sequentially stored from the first memory part of the first special figure reserved memory area. When a game ball enters the second starting port 122, the special figure 2 reservation is sequentially stored from the first memory part of the second special figure reserved memory area.
[0087] For example, when a game ball enters the first starting port 120, if there is no reservation stored in any of the first to fourth memory parts of the first special figure reserved memory area, the special figure 1 reservation is stored in the first memory part. Also, for example, when a game ball enters the first starting port 120 in a state where the special figure 1 reservation is stored in the first to third memory parts, the special figure 1 reservation is stored in the fourth memory part. Also, when a game ball enters the second starting port 122, similarly, among the first to fourth memory parts of the second special figure reserved memory area, the special figure 2 reservation is stored in the memory part with the smallest number (ordinal number) where the special figure 2 reservation is not stored.
[0088] However, the number of special figure 1 reservations (X1) and the number of special figure 2 reservations (X2) that can be stored in the first special figure reserved memory area and the second special figure reserved memory area are each set to four. Therefore, for example, when a game ball enters the first starting port 120 and there are already four special figure 1 reservations stored in the first special figure reserved memory area, no new special figure 1 reservation will be stored due to the entry of the game ball into the first starting port 120. Similarly, when a game ball enters the second starting port 122 and there are already four special figure 2 reservations stored in the second special figure reserved memory area, no new special figure 2 reservation will be stored due to the entry of the game ball into the second starting port 122.
[0089] FIG. 6 is a diagram for explaining a low-probability jackpot determination random number determination table according to the simultaneous rotation reference example. When a game ball enters the first start port 120 or the second start port 122, one jackpot determination random number is acquired from within the range of 0 to 65535. Then, when starting the big combination lottery, that is, when determining a jackpot, a jackpot determination random number determination table is selected according to the game state at that time, and the big combination lottery is performed based on the selected jackpot determination random number determination table and the acquired jackpot determination random number.
[0090] In the low-probability game state, when starting the big combination lottery for the special 1 hold and the special 2 hold, the low-probability jackpot determination random number determination table is referred to. Here, in the simultaneous rotation reference example, six levels of setting values with different degrees of advantage are provided, and the low-probability jackpot determination random number determination table is provided for each setting value. During the game, the setting value is set to one of the six levels, and the big combination lottery is performed by referring to the low-probability jackpot determination random number determination table corresponding to the currently set setting value (the registered setting value stored in the setting value buffer).
[0091] In the low-probability game state, when the setting value is set to 1 (registered setting value = 1), the big combination lottery is performed by referring to the low-probability jackpot determination random number determination table a shown in FIG. 6(a). According to this low-probability jackpot determination random number determination table a, when the jackpot determination random number is 10001 to 10218, it is determined as a jackpot, when the jackpot determination random number is 20001 to 38996, it is determined as a minor jackpot, and when it is other jackpot determination random numbers, it is determined as a loss. Therefore, in this case, the jackpot probability is approximately 1 / 300.6, and the minor jackpot probability is approximately 1 / 3.45.
[0092] In the low-probability gaming state, when the setting value is set to 2 (registered setting value = 2), a major winning combination lottery is conducted by referring to the low-probability big win determination random number determination table b shown in FIG. 6(b). According to this low-probability big win determination random number determination table b, when the big win determination random number is 10001 to 10225, it is determined as a big win; when the big win determination random number is 20001 to 38996, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 291.2, and the small win probability is approximately 1 / 3.45.
[0093] In the low-probability gaming state, when the setting value is set to 3 (registered setting value = 3), a major winning combination lottery is conducted by referring to the low-probability big win determination random number determination table c shown in FIG. 6(c). According to this low-probability big win determination random number determination table c, when the big win determination random number is 10001 to 10232, it is determined as a big win; when the big win determination random number is 20001 to 38996, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 282.4, and the small win probability is approximately 1 / 3.45.
[0094] In the low-probability gaming state, when the setting value is set to 4 (registered setting value = 4), a major winning combination lottery is conducted by referring to the low-probability big win determination random number determination table d shown in FIG. 6(d). According to this low-probability big win determination random number determination table d, when the big win determination random number is 10001 to 10239, it is determined as a big win; when the big win determination random number is 20001 to 38996, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 274.2, and the small win probability is approximately 1 / 3.45.
[0095] In the low-probability gaming state, when the set value is set to 5 (registered set value = 5), a major winning combination lottery is conducted by referring to the low-probability big win determination random number determination table e shown in FIG. 6(e). According to this low-probability big win determination random number determination table e, when the big win determination random number is 10001 to 10246, it is determined as a big win; when the big win determination random number is 20001 to 38996, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 266.4, and the small win probability is approximately 1 / 3.45.
[0096] In the low-probability gaming state, when the set value is set to 6 (registered set value = 6), a major winning combination lottery is conducted by referring to the low-probability big win determination random number determination table f shown in FIG. 6(f). According to this low-probability big win determination random number determination table f, when the big win determination random number is 10001 to 10253, it is determined as a big win; when the big win determination random number is 20001 to 38996, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 259.0, and the small win probability is approximately 1 / 3.45.
[0097] FIG. 7 is a diagram for explaining the high-probability big win determination random number determination table according to the simultaneous rotation reference example. In the high-probability gaming state, when starting a major winning combination lottery for Special 1 hold and Special 2 hold, the high-probability big win determination random number determination table is referred to. The high-probability big win determination random number determination table is also provided for each set value, similar to the low-probability big win determination random number determination table.
[0098] In the high-probability gaming state, when the set value is set to 1 (registered set value = 1), a major winning combination lottery is conducted by referring to the high-probability big win determination random number judgment table a shown in Fig. 7(a). According to this high-probability big win determination random number judgment table a, when the big win determination random number is 10001 to 10620, it is determined as a big win; when the big win determination random number is 20001 to 38996, it is determined as a small win; and when it is any other big win determination random number, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 105.7, and the small win probability is approximately 1 / 3.45.
[0099] Similarly, in the high-probability gaming state, when the set value is set to 2 to 6 (registered set value = 2 to 6), a major winning combination lottery is conducted by referring to the high-probability big win determination random number judgment tables b to f shown in Figs. 7(b) to (f). According to these high-probability big win determination random number judgment tables b to f, when the big win determination random number is the value shown in the figure, it is determined as a big win. Therefore, in the case of set values = 2 to 6, the big win probabilities are approximately 1 / 102.4 to 1 / 91.0 respectively, and the small win probability is approximately 1 / 3.45.
[0100] As described above, the major winning combination lottery is conducted according to the registered set value. At this time, the winning probability of the big win varies according to the registered set value, and when the registered set value is larger, it is easier to win the big win compared to when it is smaller. Here, it is assumed that the winning probability of the small win does not change even if the registered set value is different, but the winning probability of the small win may be made different for each registered set value. Also, the small win is not essential, and in the major winning combination lottery, only either the big win or the loss may be determined.
[0101] Also, here, it is assumed that the winning probability of the big win in both the low-probability gaming state and the high-probability gaming state varies according to the registered set value, but it may be assumed that only the winning probability of the big win in either the low-probability gaming state or the high-probability gaming state varies according to the registered set value.
[0102] FIG. 8 is a diagram for explaining the winning symbol random number determination table and the minor winning symbol random number determination table according to the simultaneous rotation reference example. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is acquired from within the range of 0 to 99. And when the determination result of "big win" is derived by the above-mentioned big combination lottery, the type of special symbol is determined by the acquired winning symbol random number and the winning symbol random number determination table. At this time, when winning the "big win" by the hold of special 1, as shown in FIG. 8(a), the winning symbol random number determination table a for special 1 is selected. When winning the "big win" by the hold of special 2, as shown in FIG. 8(b), the winning symbol random number determination table b for special 2 is selected. When winning the "minor win" by the hold of special 1, as shown in FIG. 8(c), the minor winning symbol random number determination table a for special 1 is selected. When winning the "minor win" by the hold of special 2, as shown in FIG. 8(d), the minor winning symbol random number determination table b for special 2 is selected. Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when the determination result of the big win is obtained is called the big win symbol, the special symbol determined when the determination result of the minor win is obtained is called the minor win symbol, and the special symbol determined when the determination result of a loss is obtained is called the loss symbol.
[0103] According to the winning symbol random number determination table a for special 1 shown in FIG. 8(a) and the winning symbol random number determination table b for special 2 shown in FIG. 8(b), as shown in the figure, a big win symbol (special symbols A to J) is determined as the special symbol according to the value of the acquired winning symbol random number. Also, according to the minor winning symbol random number determination table a for special 1 shown in FIG. 8(c) and the minor winning symbol random number determination table b for special 2 shown in FIG. 8(d), as shown in the figure, a minor win symbol (special symbols Z1 to Z6) is determined as the special symbol according to the value of the acquired winning symbol random number.
[0104] In addition, when the jackpot lottery result is "a miss", if the lottery result is derived by special reservation 1, special symbol X is determined as a losing symbol without conducting a lottery. If the lottery result is derived by special reservation 2, special symbol Y is determined as a losing symbol without conducting a lottery. That is, the winning symbol random number determination table is referred to only when the jackpot lottery result is "a big win", and is not referred to when the jackpot lottery result is "a miss" or "a small win". Also, the small win symbol random number determination table is referred to only when the jackpot lottery result is "a small win", and is not referred to when the jackpot lottery result is "a big win" or "a miss". Note that the small win symbols, special symbols Z1 to Z6, are collectively referred to simply as special symbol Z.
[0105] FIG. 9(a) is a diagram for explaining the variable pattern random number determination table according to the simultaneous rotation reference example, and FIG. 9(b) is a diagram for explaining the variable time determination table according to the simultaneous rotation reference example. Note that a plurality of variable pattern random number determination tables are provided according to the reservation type, the result of the jackpot lottery (special symbol type), the game state, the number of variations, and further the number of reservations. Here, an arbitrary variable pattern random number determination table x will be described. When the type of the special symbol is determined as described above, based on the variable pattern random number determination table as shown in FIG. 9(a) and the variable pattern random number in the range of 0 to 238 obtained when a game ball enters the first start port 120 or the second start port 122, one of the variable pattern numbers is determined. As shown in FIG. 9(b), each of these variable pattern numbers is associated with a variable time. This variable time is the time until the determined special symbol is stopped and displayed on the first special symbol display 160 or the second special symbol display 162.
[0106] As will be described in detail later, when a special symbol is determined based on the first reservation and a variation pattern number, i.e., a variation time, is determined, the symbol is variably displayed on the first special symbol display 160 over the determined variation time. When the variation time elapses, the determined special symbol is stopped and displayed on the first special symbol display 160. Also, when a special symbol is determined based on the second reservation and a variation pattern number, i.e., a variation time, is determined, the symbol is variably displayed on the second special symbol display 162 over the determined variation time. When the variation time elapses, the determined special symbol is stopped and displayed on the second special symbol display 162. At this time, when the losing symbol is stopped and displayed on the first special symbol display 160, a loss is confirmed as a result of the big winning lottery, and the next big winning lottery based on the first reservation can be executed. When the losing symbol is stopped and displayed on the second special symbol display 162, a loss is confirmed as a result of the big winning lottery, and the next big winning lottery based on the second reservation can be executed. On the other hand, when the jackpot symbol is stopped and displayed on the first special symbol display 160 or the second special symbol display 162, a jackpot is confirmed as a result of the big winning lottery, and the big winning game is executed. When the small win symbol is stopped and displayed on the second special symbol display 162, a small win is confirmed as a result of the big winning lottery, and the small win game is executed.
[0107] Thus, the variation time defines the time for the symbol to be variably displayed on the first special symbol display 160 or the second special symbol display 162. In other words, it defines the time until the result of the big winning lottery is confirmed. However, a plurality of variation pattern random number determination tables for determining this variation time are provided according to the reservation type, the result of the big winning lottery (special symbol type), the game state, etc. As a result, even if the acquired values of the variation pattern random numbers are the same, different variation pattern numbers, i.e., different variation times, are determined depending on the selected variation pattern random number determination table.
[0108] When the variable pattern number is determined as described above, a variable pattern command corresponding to the determined variable pattern number is transmitted to the sub-control board 330. In the sub-control board 330, based on the received variable pattern command, the mode of the variable effect will be determined, but the details thereof will be omitted.
[0109] FIG. 10 is a diagram for explaining a game state and variable time according to a simultaneous rotation reference example. As described above, a special game state and a normal game state are combined to form one game state, and the progress control of the game is performed according to the set game state. As already explained, two types of special game states are provided: a low-probability game state and a high-probability game state with different winning probabilities. Also, three types of normal game states are provided: a non-time-saving game state, a medium-time-saving game state, and a time-saving game state, which differ in the ease of entry of game balls (entry frequency) into the first variable start port 120B from each other.
[0110] Here, in the normal game, the ease of entry of game balls into the first variable start port 120B is determined by three elements: the winning probability, the variable time, and the opening time. Although details will be described later, in the normal game, when a game ball passes through the gate 124 or enters the general drawing operation port 125, the general drawing hold is stored. Then, based on the stored general drawing hold, a general drawing lottery is performed to determine whether to open the movable piece 120b. The result of this general drawing lottery is determined when a predetermined variable time has elapsed. When a win is determined as a result of the general drawing lottery, the movable piece 120b is opened. At this time, the winning probability, the variable time, and the opening time when opening the movable piece 120b in the general drawing lottery are set for each normal game state.
[0111] In the simultaneous rotation reference example, as shown in FIG. 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 winning probability in the general drawing is low, the variation time is long, and the opening time of the movable piece 120b is short. In the simultaneous rotation reference example, a game state in which the low-probability game state and the non-time-saving game state are combined is called the normal state.
[0112] Also, in the simultaneous rotation reference example, there may be a case where it is set to a high-probability game state and a non-time-saving game state, and a game state in which these two are combined is called the most advantageous state. Note that this most advantageous state has the highest degree of advantage among the six game states, and is set so that when the game balls are appropriately launched, even if a big win is not won, the number of game balls gradually increases during the game.
[0113] Also, in the simultaneous rotation reference example, there may be a case where it is set to a low-probability game state and a time-saving game state. In the time-saving game state, the winning probability in the general drawing is high, the variation 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 is called the low-probability time-saving state.
[0114] Also, in the simultaneous rotation reference example, there may be a case where it is set to a high-probability game state and a time-saving game state. Hereinafter, a game state in which the high-probability game state and the time-saving game state are combined is called the high-probability time-saving state or the high-probability precursor state. Details of the high-probability time-saving state and the high-probability precursor state will be described later.
[0115] Also, in the simultaneous rotation reference example, there may be a case where it is set to a high-probability game state and a medium-time-saving game state. In the medium-time-saving game state, the winning probability in the general drawing is higher than that in the non-time-saving game state and lower than that in the time-saving game state, the variation time is short, and the opening time of the movable piece 120b is long. This game state can be set in the event of an unexpected situation, such as when the game balls are not launched appropriately. Hereinafter, a game state in which the high-probability game state and the medium-time-saving game state are combined is called the penalty state.
[0116] In the sub-control board 330, an effect mode corresponding to the game state set in the main control board 300 is set. The effect mode defines the background image, BGM, etc. displayed on the main effect display unit 200a, and the content of the effect is different for each effect mode. That is, the player can identify the current game state according to the effect mode.
[0117] As described above, in the simultaneous rotation reference example, six game states are provided. And as shown in FIG. 10(b), according to the game state when the big winning lottery is conducted, the hold type, the number of variations in the game state, and the type of symbol, a variation pattern random number determination table is selected, and the variation pattern number is determined with reference to the selected variation pattern random number determination table.
[0118] Here, in the gaming machine 100, a substantial variation target is set for each game state. The substantial variation target originally indicates the type of hold for which the big winning lottery should be conducted, and for each game state, either the special hold 1 or the special hold 2 is set as the substantial variation target. In the normal state, the special hold 1 is set as the substantial variation target. Also, in the normal state, since the normal game state is a non-time-limited game state, the first variable start port 120B is hardly opened. Therefore, in the normal state, the player needs to launch the game ball toward the first game area 116a to insert the game ball into the first fixed start port 120A.
[0119] In the normal state, when the big winning lottery is conducted by the special hold 1 which is the substantial variation target and a losing symbol or a small winning symbol is determined, table A is selected as the variation pattern random number determination table. According to this table A, the variation time is determined within the range of 3 to 100 seconds. Also, in the normal state, when the big winning lottery is conducted by the special hold 1 and a big winning symbol is determined, table B is selected as the variation pattern random number determination table. According to this table B, the variation time is determined within the range of 40 to 100 seconds.
[0120] On the one hand, in the normal state, when a major role lottery is conducted by means of Special 2 reservation which is not a substantial variation target, regardless of the determined symbol type, Table C is selected as the variation pattern random number determination table. According to this Table C, the variation time is always determined to be 10 minutes. By setting the variation time to a long time such as 10 minutes in this way, in the normal state, even if a player inserts a game ball into the second start port 122, the execution opportunity of the major role lottery based on Special 2 reservation will be extremely reduced.
[0121] Specifically, the second start port 122 is provided in the second game area 116b, and the second start port 122 is composed of a fixed start port into which game balls can always be inserted. Furthermore, due to the game characteristics of the gaming machine 100, the second start port 122 is arranged at a position where game balls can enter more easily than the first start port 120. Therefore, if the variation time related to Special 2 reservation is set to a short time in the normal state, the opportunity of the major role lottery will be given to the player more than necessary. Therefore, in accordance with the original game characteristics in the normal state, the variation time is set to a long time such as 10 minutes in order to appropriately launch the game ball toward the first game area 116a.
[0122] In the most advantageous state, Special 2 reservation is set as the substantial variation target. Therefore, in the most advantageous state, the player needs to launch the game ball toward the second game area 116b in order to insert the game ball into the second start port 122. In the most advantageous state, when a major role lottery is conducted by means of Special 1 reservation which is not a substantial variation target, regardless of the determined symbol type, Table D is selected as the variation pattern random number determination table. According to this Table D, the variation time is always determined to be 10 seconds. Note that the influence on the game characteristics when a major role lottery is conducted by means of Special 1 reservation which is not a substantial variation target in the most advantageous state is smaller than that when a major role lottery is conducted by means of Special 2 reservation which is not a substantial variation target in the normal state. Therefore, in the most advantageous state, the variation time when a major role lottery is conducted by means of Special 1 reservation which is not a substantial variation target is set short to 10 seconds.
[0123] In the most advantageous state, when a major lottery is conducted by retaining Feature 2 which is the object of substantial variation and a losing symbol or a small winning symbol is determined, Table E is selected as the variation pattern random number determination table. According to this Table E, the variation time is determined within the range of 1 second to 3 seconds. Also, in the most advantageous state, when a major lottery is conducted by retaining Feature 2 and a big winning symbol is determined, Table F is selected as the variation pattern random number determination table. According to this Table F, the variation time is determined within the range of 3 seconds to 10 seconds.
[0124] In both the low-probability short-time state and the high-probability short-time state, retaining Feature 1 is set as the object of substantial variation. Also, in both the low-probability short-time state and the high-probability short-time state, the normal game state is set to the short-time game state, and the first variable start port 120B is frequently controlled to be in the open state. Therefore, in these two game states, the player needs to launch the game ball toward the second game area 116b in order to let the game ball enter the first variable start port 120B. In these two game states, the same variation pattern random number determination table is selected, but these two game states are common in that the normal game state is the short-time game state. That is, when the normal game state is the short-time game state, when a major lottery is conducted by retaining Feature 1 which is the object of substantial variation and a losing symbol or a small winning symbol is determined, Table G is selected as the variation pattern random number determination table. According to this Table G, a variation time of 1 second is always determined. Also, when it is the low-probability short-time state or the high-probability short-time state, when a major lottery is conducted by retaining Feature 1 and a big winning symbol is determined, Table H is selected as the variation pattern random number determination table. According to this Table H, the variation time is always determined to be 30 seconds.
[0125] In the high-probability premonitory state, Special Reserve 1 is set as the substantial variation target. Also, in the high-probability premonitory state, the normal game state is set to the time-saving game state, and the first variable start port 120B is frequently controlled to the open state. Therefore, in the high-probability premonitory state, the player needs to launch the game ball toward the second game area 116b in order to let the game ball enter the first variable start port 120B. In the high-probability premonitory state, when a major role lottery is conducted by Special Reserve 1 which is the substantial variation target and a losing symbol or a minor winning symbol is determined, Table J is selected as the variation pattern random number determination table. According to this Table J, the variation time is determined within the range of 3 seconds to 10 seconds. Also, in the high-probability premonitory state, when a major role lottery is conducted by Special Reserve 1 and a big winning symbol is determined, Table K is selected as the variation pattern random number determination table. According to this Table K, the variation time is always determined to be 30 seconds.
[0126] On the other hand, in the low-probability time-saving state, the high-probability time-saving state, and the high-probability premonitory state, that is, when the normal game state is the time-saving game state, if a major role lottery is conducted by Special Reserve 2 which is not the substantial variation target, different variation pattern random number determination tables are selected according to the number of variations related to Special Reserve 2 (the number of times the symbol is variably displayed on the second special symbol display 162. Hereinafter, referred to as the "second variation number") after each game state is set. Specifically, when the second variation number after the time-saving game state is set is 4 or less, regardless of the determined symbol type, a special table is selected as the variation pattern random number determination table. According to this special table, the variation time is always determined to be 1 minute. In contrast, when the second variation number after the time-saving game state is set is 5 or more, regardless of the determined symbol type, Table I is selected as the variation pattern random number determination table. According to this Table I, the variation time is always determined to be 10 minutes.
[0127] In the penalty state, Special Reserve 1 is set as the subject of substantial variation. Also, in the penalty state, the normal game state is set to the medium-time short game state, and the first variable start port 120B is controlled to be in the open state at a certain frequency. Therefore, in the penalty state, the player needs to launch the game ball toward the second game area 116b in order to let the game ball enter the first variable start port 120B. In the penalty state, when a major role lottery is conducted based on Special Reserve 1 which is the subject of substantial variation, and a losing symbol or a minor winning symbol is determined, Table L is selected as the variation pattern random number determination table. According to this Table L, the variation time is determined within the range of 3 to 100 seconds. Also, in the penalty state, when a major role lottery is conducted based on Special Reserve 1 and a big winning symbol is determined, Table M is selected as the variation pattern random number determination table. According to this Table M, the variation time is determined within the range of 40 to 100 seconds.
[0128] On the other hand, in the penalty state, when a major role lottery is conducted based on Special Reserve 2 which is not the subject of substantial variation, regardless of the determined symbol type, Table N is selected as the variation pattern random number determination table. According to this Table N, the variation time is always determined to be 10 minutes.
[0129] As described above, the subject of substantial variation is set for each game state. When a major role lottery is conducted based on the reserve type as the subject of substantial variation, the variation time is at most 100 seconds. On the other hand, when a major role lottery is conducted based on the reserve type that is not the subject of substantial variation, the variation time is approximately 10 minutes, so that a game that goes against the original game playability is not conducted.
[0130] In the simultaneous rotation reference example, the case where the average variation time in the high-probability short-time state (second period) is shorter than the average variation time in the high-probability precursor state (first period) will be described, but the average variation time in the high-probability short-time state (second period) may also be longer than the average variation time in the high-probability precursor state (first period). That is, the average variation time in the high-probability short-time state (second period) and the average variation time in the high-probability precursor state (first period) may be different.
[0131] FIG. 11 is a first diagram for explaining a special electric accessory operation ram set table according to the simultaneous rotation reference example, and FIG. 12 is a second diagram for explaining the special electric accessory operation ram set table according to the simultaneous rotation reference example. The special electric accessory operation ram set table stores various data for controlling major winning games or small winning games. During major winning games and small winning games, the first major winning port solenoid 126c or the second major winning port solenoid 128c is energized and controlled with reference to the special electric accessory operation ram set table. Actually, a plurality of special electric accessory operation ram set tables are provided for each type of special symbol (major winning symbol and small winning symbol), and a corresponding table is set at the start of a major winning game or a small winning game according to the determined type of special symbol. Here, for the sake of explanation, control data of special symbols is shown for each type of symbol.
[0132] As shown in FIG. 11, a major winning game is composed of a plurality of round games in which the major winning port is opened and closed a predetermined number of times, and a small winning game is composed of only one round game. According to this special electric accessory operation ram set table, the opening time (waiting time until the first round game starts), the maximum operation times of the special electric accessory (the number of round games executed during one major winning game or small winning game), the opening and closing switching times of the special electric accessory (the number of times the major winning port is opened in one round), the solenoid energization time (the energization time of the first major winning port solenoid 126c or the second major winning port solenoid 128c for each number of times the major winning port is opened, that is, the opening time of the major winning port once), the specified number (the maximum number of possible winnings at the major winning port in one round game), the major winning port closing effective time (the closing time of the major winning port between round games, that is, the interval time), and the ending time (the waiting time from the end of the last round game until the normal special game (the variable display of symbols described later) is restarted) are stored in advance as control data for each type of special symbol as shown in the figure.
[0133] In addition, when winning the jackpot by means of the first special hold and special symbols A, B, and D are determined as the jackpot symbols, a big winning game composed of four rounds of gaming is executed. In this big winning game, the first major winning opening 126 is opened only once in each of the first to fourth rounds of gaming. In each round of gaming, the first major winning opening 126 is opened for a maximum of 29.0 seconds. When a specified number of game balls enter during this period or when the maximum opening time (29.0 seconds) has elapsed, the first major winning opening 126 is closed and one round of gaming ends.
[0134] In addition, when winning the jackpot by means of the first special hold and special symbols C and E are determined as the jackpot symbols, a big winning game composed of ten rounds of gaming is executed. In these big winning games, the first major winning opening 126 is opened only once in each of the first to tenth rounds of gaming. In each round of gaming, the first major winning opening 126 is opened for a maximum of 29.0 seconds. When a specified number of game balls enter during this period or when the maximum opening time (29.0 seconds) has elapsed, the first major winning opening 126 is closed and one round of gaming ends.
[0135] In addition, when winning a minor jackpot by means of the first special hold and special symbols Z1 to Z3 are determined as the minor jackpot symbols, a minor jackpot game composed of one round of gaming is executed. In this minor jackpot game, in one round of gaming, the second major winning opening 128 is opened once for 0.1 seconds.
[0136] In addition, as shown in FIG. 12, when winning the jackpot by means of the second special hold and special symbols F, G, and I are determined as the jackpot symbols, a big winning game composed of four rounds of gaming is executed. In this big winning game, the first major winning opening 126 is opened only once in each of the first to fourth rounds of gaming. In each round of gaming, the first major winning opening 126 is opened for a maximum of 29.0 seconds. When a specified number of game balls enter during this period or when the maximum opening time (29.0 seconds) has elapsed, the first major winning opening 126 is closed and one round of gaming ends.
[0137] Also, when winning a jackpot by the special prize 2 hold and special symbols H and J are determined as the jackpot symbols, a big winning game composed of 10 rounds of game play is executed. In this big winning game, the first big winning opening 126 is opened only once in each of the 1st to 10th rounds of game play. In each round of game play, the first big winning opening 126 is opened for a maximum of 29.0 seconds. When a specified number of game balls enter during this time or when the maximum opening time (29.0 seconds) elapses, the first big winning opening 126 closes and one round of game play ends.
[0138] Also, when winning a small prize by the special prize 2 hold and special symbols Z4 to Z6 are determined as the small prize symbols, a small winning game consisting of one round of game play is executed. Here, in the small winning game when special symbol Z4 is determined as the small prize symbol, in one round of game play, the second big winning opening 128 is opened twice for 0.1 second each. The interval time during the round, which is the pause time between the two openings of the second big winning opening 128, is set to 1.78 seconds. Since the game balls are launched at intervals of at least 0.6 seconds, considering the opening time of the second big winning opening 128 and the launch interval of the game balls, the probability of a game ball entering the second big winning opening 128 during this small winning game is low.
[0139] However, in the simultaneous rotation reference example, the structure is such that game balls tend to stay on the movable piece 128b that keeps the second big winning opening 128 in a closed state. When the movable piece 128b transitions to the open state, the game balls staying on the movable piece 128b are guided into the second big winning opening 128. Therefore, due to the two openings of the second big winning opening 128 for 0.1 second each, on average, 2 to 3 game balls enter the second big winning opening 128.
[0140] Also, in the small winning game when special symbol Z5 is determined as the small prize symbol, in one round of game play, the second big winning opening 128 is opened three times for 0.1 second each. In this case, the interval time during the round is set to 0.84 seconds. In this small winning game, on average, 3 to 4 game balls enter the second big winning opening 128.
[0141] Furthermore, in the small win game when the special symbol Z6 is determined as the small win symbol, in one round of the game, the second large winning opening 128 is opened 12 times for 0.1 seconds. In addition, the interval time during the round in this case is set to 0.84 seconds. In this small win game, by continuously shooting the game balls towards the second game area 116b, it is possible to almost surely make a specified number (for example, 10) of game balls enter the second large winning opening 128.
[0142] In addition, at the design stage of the gaming machine 100, it is necessary to strictly manage and adjust the launch prize ball ratio, which is the ratio of the number of launched game balls to the number of prize balls paid out. Therefore, in the simultaneous rotation reference example, the special symbol Z4 with 2 openings of 0.1 seconds in the small win game and the special symbol Z5 with 3 openings of 0.1 seconds in the small win game are provided, and the launch prize ball ratio can be easily adjusted and changed only by changing the selection ratios of these.
[0143] FIG. 13 is a diagram for explaining a game state setting table for setting the game state after the big winning combination game according to the simultaneous rotation reference example. In the simultaneous rotation reference example, when the big winning combination game is executed, the game state after the big winning combination game is set by referring to the game state setting table according to the game state at the time of big win, the hold type, and the type of special symbol (big win symbol).
[0144] When the gaming state at the time of a big win is the normal state or the penalty state, if a big win is achieved by the first reserved item which is the substantial variation target, the gaming state after the big win game is set according to the type of big win symbol. Specifically, when the special symbol A is determined as the big win symbol, it is set to the low probability short time state (the special gaming state is the low probability gaming state, and the normal gaming state is the short time gaming state). At this time, the number of continuous times of the short time gaming state (hereinafter referred to as the "short time count") is set to 100 times. This means that the short time gaming state continues until the big win lottery is conducted 100 times. However, the above-mentioned short time count indicates the maximum continuous number of times in one short time gaming state. If a big win is achieved before reaching the above-mentioned continuous number of times, the gaming state will be set again. Therefore, when the short time gaming state is set after the big win game, if lottery results other than the big win are derived 100 times without deriving the lottery result of the big win in the short time gaming state, the gaming state will be changed to the non-short time gaming state (normal state).
[0145] Also, when the special symbols B and D are determined as the big win symbols, it is set to the high probability short time state (the special gaming state is the high probability gaming state, and the normal gaming state is the short time gaming state). At this time, "next time" is set as the high probability count, and the high probability gaming state continues until the next big win is achieved. Also, "next time" is set as the short time count, and the short time gaming state continues until the next big win is achieved. Therefore, when the special symbols B and D are determined, the high probability short time state continues until the next big win after the big win game.
[0146] Also, when special symbols C and E are determined as jackpot symbols, it is set to a high-probability precursor state (the special game state is a high-probability game state, and the normal game state is a time-saving game state). At this time, "next time" is set as the high-probability number of times, and the time-saving number of times is set to 100 times. When special symbols C and E are determined, the high-probability game state continues until the next jackpot win, while the time-saving game state ends after 100 times. Therefore, when special symbols C and E are determined, after the big-win game, when the result of the big-win lottery is derived 100 times, the game state will shift to the most advantageous state.
[0147] Also, when the game state at the time of jackpot win is the normal state or the penalty state, if winning the jackpot by a special hold 2 that is not a substantial variation target, the game state after the big-win game is set as follows. That is, when 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, when special symbols G to J are determined as the jackpot symbols, 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, both the high-probability number of times and the time-saving number of times are set to "next time".
[0148] Also, when the game state at the time of jackpot win is the most advantageous state, if winning the jackpot by a special hold 1 that is not a substantial variation target, the game state after the big-win game is set as follows. That is, when special symbol A is determined as the jackpot symbol, it is set to the 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 time-saving number of times is set to 100 times. Also, when special symbols B to E are determined as the jackpot symbols, similar to the normal state and the penalty state, the game state after the big-win game is set.
[0149] On the other hand, when the gaming state at the time of a big win is the most advantageous state, if a big win is achieved by the special 2 hold which is the substantial variation target, the gaming state after the big winning game is set as follows. That is, when the special symbol F is determined as the big win symbol, it is set to the low probability short time state (the special gaming state is the low probability gaming state, and the normal gaming state is the short time gaming state). At this time, the short time count is set to 100 times. Also, when the special symbols G and I are determined as the big win symbols, it is set to the high probability short time state (the special gaming state is the high probability gaming state, and the normal gaming state is the short time gaming state). At this time, the high probability count and the short time count are set to "next time".
[0150] Also, when the special symbols H and J are determined as the big win symbols, it is set to the high probability precursor state (the special gaming state is the high probability gaming state, and the normal gaming state is the short time gaming state). At this time, the high probability count is set to "next time", and the short time count is set to 100 times.
[0151] Also, when the gaming state at the time of a big win is the low probability short time state, the high probability short time state, or the high probability precursor state, that is, when the normal gaming state is the short time gaming state, the gaming state after the big winning game is set in the same way as the normal state and the penalty state.
[0152] FIG. 14 is a diagram for explaining the winning determination random number determination table according to the simultaneous rotation reference example. When the game ball flowing down the game area 116 passes through the gate 124 or enters the general symbol operation port 125, a determination process of the general symbol (hereinafter referred to as "general symbol lottery") in which whether or not to energize and control the movable piece 120b of the first variable start port 120B is associated is performed.
[0153] Incidentally, although details will be described later, when a game ball passes through gate 124 or enters the normal pattern operation port 125, one winning determination random number is acquired from within the range of 0 to 99, and this random number value is stored in the normal pattern hold memory area of the main RAM 300c with a maximum of four. That is, the normal pattern hold memory area is provided with four storage units for saving the winning determination random number. Therefore, when a game ball passes through gate 124 or enters the normal pattern operation port 125 in a state where the winning determination random number is stored in all four storage units of the normal pattern hold memory area, the winning determination random number is not stored based on the passage of the game ball. Hereinafter, when a game ball passes through gate 124 or a game ball enters the normal pattern operation port 125 and the winning determination random number stored in the normal pattern hold memory area is referred to as the normal pattern hold.
[0154] When starting the normal pattern lottery in the non-time-limited game state, as shown in Fig. 14(a), the non-time-limited game state winning determination random number determination table is referred to. According to this non-time-limited game state winning determination random number determination table, when the winning determination random number is 0, the winning symbol is determined as the type of the normal symbol, and when the winning determination random number is 1 to 99, the losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the winning symbol in the non-time-limited game state, that is, the winning probability is 1 / 100. Although details will be described later, when the winning symbol is determined in this normal pattern lottery, the movable piece 120b of the first variable start port 120B is controlled to the open state, and when the losing symbol is determined, the movable piece 120b of the first variable start port 120B is maintained in the closed state.
[0155] Also, when starting the normal pattern lottery in the medium-time-limited game state, as shown in Fig. 14(b), the medium-time-limited game state winning determination random number determination table is referred to. According to this medium-time-limited game state winning determination random number determination table, when the winning determination random number is 0 to 49, the winning symbol is determined as the type of the normal symbol, and when the winning determination random number is 50 to 99, the losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the winning symbol in the medium-time-limited game state, that is, the winning probability is 50 / 100.
[0156] Also, when starting the general symbol lottery in the time-saving game state, as shown in Fig. 14(c), the winning determination random number determination table for the time-saving game state is referred to. According to this winning determination random number determination table for the time-saving game state, when the winning determination random number is 0 to 98, the winning symbol is determined as the type of the general symbol, and when the winning determination random number is 99, the losing symbol is determined as the type of the general symbol. Therefore, the probability of determining the winning symbol in the time-saving game state, that is, the winning probability, is 99 / 100.
[0157] Fig. 15(a) is a diagram for explaining the general symbol variation time data table according to the simultaneous rotation reference example, and Fig. 15(b) is a diagram for explaining the opening / closing control pattern table according to the simultaneous rotation reference example. As described above, when the general symbol lottery is performed, the variation time of the general symbol is determined. The general symbol variation time data table is referred to when determining the variation time of the general symbol when the winning symbol or the losing symbol is determined by the general symbol lottery. According to this general symbol variation time data table, when the game state is set to the non-time-saving game state and the medium time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to the time-saving game state, the variation time is determined to be 1 second. When the variation time is determined in this way, the general symbol display 168 is variably displayed (flashing display) over the determined time. Then, when the winning symbol is determined, the general symbol display 168 lights up, and when the losing symbol is determined, the general symbol display 168 goes out.
[0158] And when the winning symbol is determined by the general symbol lottery and the general symbol display 168 lights up, the movable piece 120b of the first variable start port 120B is energization-controlled with reference to the opening / closing control pattern table as shown in Fig. 15(b). Actually, the opening / closing control pattern table is provided for each game state, and according to the game state when the general symbol is determined, the corresponding table is set at the start of energization of the general electric accessory solenoid 120c.
[0159] When the winning symbol is determined, as shown in FIG. 15(b), the first variable start port 120B is subjected to opening / closing control with reference to the opening / closing control pattern table. According to this opening / closing control pattern table, the general power release pre-time (waiting time until the opening of the first variable start port 120B starts), the maximum opening / closing switching times of the normal electric accessory (number of times the first variable start port 120B opens), the solenoid energization time (energization time of the normal electric accessory solenoid 120c for each opening of the first variable start port 120B, that is, the opening time of the first variable start port 120B for one time), the specified number (maximum number of winning possibilities for the first variable start port 120B during all openings of the first variable start port 120B), the general power closing effective time (closing time between each opening of the first variable start port 120B, that is, rest time), the general power effective state time (waiting time after the end of the last opening of the first variable start port 120B), and the general power end wait time (waiting time until the variable display of the normal symbol described later resumes after the elapse of the general power effective state time) are stored in advance as shown in the figure for each gaming state as control data of the first variable start port 120B.
[0160] In this way, by setting the winning probability, variable time, and opening time of the normal symbol, as shown in the lower part of FIG. 15(b), the launch bonus ball ratio (ratio of the number of bonus balls paid out to the player when a game ball enters the first variable start port 120B, the second start port 122, the normal symbol operation port 125, and the big winning port with respect to the game balls launched into the game area 116) is such that the launch number:bonus ball number = 100:20 in the non-time-limited gaming state, the launch number:bonus ball number = 100:40 in the medium-time-limited gaming state, and the launch number:bonus ball number = 100:99 in the time-limited gaming state.
[0161] Note that the opening / closing conditions of the first variable start port 120B are defined by three elements: the winning probability of the normal symbol, the time of the variable display of the normal symbol, and the opening time of the first variable start port 120B. That is, by combining the three elements of the winning probability of the normal symbol, the time of the variable display of the normal symbol, and the opening time of the first variable start port 120B, it is possible to set the frequency of game balls entering the first variable start port 120B and the launch bonus ball ratio in each of the non-time-saving game state, medium-time-saving game state, and time-saving game state. In any case, the combination of the three elements shown here is just an example, and the three elements may be combined so that the launch bonus ball ratio is higher in the time-saving game state than in the non-time-saving game state.
[0162] FIG. 16 is a diagram for explaining the transition of a game state according to the original game properties related to the simultaneous rotation reference example. With the above configuration, the gaming machine 100 realizes the following game properties. Here, the case where the registered setting value is set to "1" will be described. First, in the initial state of the gaming machine 100, it is set to the normal state shown in FIG. 16(a). In the normal state, since the substantial variation target is set to special first hold, the player fires a game ball toward the first game area 116a in order to enter the game ball into the first fixed start port 120A. Since the first game area 116a is located on the left side of the game board 108, the player will perform so-called "left hitting" in the normal state.
[0163] When a game ball enters the first fixed start port 120A, the special first hold is stored in the first special symbol hold memory area. The special first hold stored in the first special symbol hold memory area is sequentially read out when the start condition is satisfied, and a major role lottery is performed based on the read special first hold. At this time, the winning probability of a big hit is set to about 1 / 300.6. In the normal state, in the major role lottery based on this special first hold, the game is played with the aim of winning a big hit. Note that the launch bonus ball ratio when firing a game ball toward the first game area 116a is set to 100:20, and the game balls will decrease during the game.
[0164] In the normal state, when winning a jackpot in the major role lottery by the first special hold, a major role game is executed. In this major role game, a round game in which the first major winning opening 126 is opened is executed 4 or 10 times, and the player can obtain prize balls for 4 or 10 rounds. When winning a jackpot by the first special hold, one of special symbols A to E is determined as the jackpot symbol.
[0165] In the normal state, when the jackpot symbol stopped and displayed on the first special symbol display 160 is special symbol A, the game state after the major role game becomes the low probability short time state shown in (b) of FIG. 16. When winning a jackpot by the first special hold, the probability that special symbol A is determined as the jackpot symbol is 30%. Therefore, when winning a jackpot in the normal state, there is a 30% probability that the game state will shift to the low probability short time state. In the low probability short time state, although the substantially variable target is set for the first special hold, since the normal game state is the short time game state, the player will perform a right shot aiming at the second game area 116b to insert a game ball into the first variable starting opening 120B.
[0166] That is, in this low probability short time state, similar to the normal state, the game is played with the aim of winning a jackpot in the major role lottery based on the first special hold. Note that in the low probability short time state, the winning probability of the jackpot is about 1 / 300.6, but since the normal game state is the short time game state, the movable piece 120b frequently becomes the open state. Therefore, the launch prize ball ratio becomes 100:99, and the player can aim for winning a jackpot while reducing the consumption of game balls.
[0167] When shifting to the low probability short time state, the short time count is set to 100 times. If the player does not win a jackpot in 100 major role lotteries, the game state will shift back to the normal state (escaping from the short time).
[0168] Also, in the normal state, when the jackpot symbols stopped and displayed on the first special symbol display 160 are special symbols B and D, the game state after the big combination game becomes the high-probability short-time state shown in Fig. 16(c). When winning the jackpot with the first reserved draw, the probability that special symbols B and D are determined as the jackpot symbols is 35%. Therefore, when winning the jackpot in the normal state, there is a 35% probability that the game state will shift to the high-probability short-time state. In the high-probability short-time state, although the actual variable target is set for the first reserved draw, since the normal game state is the short-time game state, the player will perform a right shot aiming at the second game area 116b to insert the game ball into the first variable start port 120B.
[0169] That is, in this high-probability short-time state, similar to the normal state, in the big combination lottery based on the first reserved draw, the game is played with the aim of winning the jackpot. Note that in the high-probability short-time state, the probability of winning the jackpot is about 1 / 105.7, and since the normal game state is the short-time game state, the movable piece 120b frequently opens. Therefore, the launch bonus ball ratio becomes 100:99, and the player can conduct the big combination lottery while reducing the consumption of game balls. Therefore, in the high-probability short-time state, it can be said that the winning of the next jackpot is substantially guaranteed.
[0170] Also, in the normal state, when the jackpot symbols stopped and displayed on the first special symbol display 160 are special symbols C and E, the game state after the big combination game becomes the high-probability precursor state shown in Fig. 16(d). When winning the jackpot with the first reserved draw, the probability that special symbols C and E are determined as the jackpot symbols is 35%. Therefore, when winning the jackpot in the normal state, there is a 35% probability that the game state will shift to the high-probability precursor state. In the high-probability precursor state, although the actual variable target is set for the first reserved draw, since the normal game state is the short-time game state, the player will perform a right shot aiming at the second game area 116b to insert the game ball into the first variable start port 120B.
[0171] When the special symbols C and E are determined, a high-probability precursor state is set, and the short-time play count is set to 100 times. At this time, when the number of fluctuations after the big role game reaches 100 times, the short-time play state ends, and the normal play state becomes a non-short-time play state. As a result, due to escaping from the short time, the game state will shift to the most advantageous state shown in (e) of FIG. 16. As will be described in detail later, in the most advantageous state, the number of game balls can be increased simply by continuously firing the game balls toward the second game area 116b. Therefore, in the high-probability precursor state, the aim of the game is not to win the jackpot, but to escape from the short time without winning the jackpot.
[0172] According to the retention of Feature 1 for the substantial fluctuation target in the above high-probability precursor state, high-probability short-time state, and low-probability short-time state, when winning the jackpot, the special symbols A to E are determined as the jackpot symbols. When the special symbol A is determined, four rounds of round games are executed in the big role game, and the game state after the big role game becomes the low-probability short-time state shown in (b) of FIG. 16. Also, when the special symbols B and D are determined, four or ten rounds of round games are executed in the big role game, and the game state after the big role game becomes the high-probability short-time state. Further, when the special symbols C and E are determined, four or ten rounds of round games are executed in the big role game, and the game state after the big role game becomes the high-probability precursor state.
[0173] In the most advantageous state, when a game ball enters the second starting port 122, the retention of Feature 2 is stored in the second special symbol retention memory area. The retention of Feature 2 stored in the second special symbol retention memory area is sequentially read out when the starting condition is satisfied, and a big role lottery is conducted based on the read retention of Feature 2. At this time, the winning probability of the jackpot is set to approximately 1 / 105.7, and the winning probability of a small win is set to approximately 1 / 3.45. In the most advantageous state, in the big role lottery based on this retention of Feature 2, winning a small win becomes the maximum aim of the game.
[0174] Specifically, when a game ball is launched into the second game area 116b, the ratio of the prize balls paid out by the entry of the game balls into the second start port 122 to the number of launched balls is set to about 100:60 to 80. And in the most advantageous state, in the major winning lottery by special second hold, the probability of winning a minor hit is about 1 / 3.45, so minor hit games are frequently played. Here, when winning a minor hit by special second hold, the minor hit symbols Z4 to Z6 are determined. As described above, in the minor hit game when the minor hit symbol Z4 stops and is displayed on the second special symbol display 162, on average, 2 to 3 game balls enter the second major winning port 128. In the minor hit game when the minor hit symbol Z5 stops and is displayed on the second special symbol display 162, on average, 3 to 4 game balls enter the second major winning port 128. Further, in the minor hit game when the minor hit symbol Z6 stops and is displayed on the second special symbol display 162, almost the specified number of game balls enter the second major winning port 128.
[0175] When a game ball enters the second major winning port 128, for example, 15 prize balls are paid out for the entry of 1 game ball. As a result, in the most advantageous state, the launch prize ball ratio, which is the ratio of all the prize ball numbers to the number of launched balls, becomes 100:120, and the game balls can be increased just by continuously launching the 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 hardly ever becomes the open state. Also, in the most advantageous state, the special game state is a high-probability game state, and since the winning probability of a big hit in the most advantageous state is about 1 / 105.7, it can be said that in the most advantageous state, the winning of the next big hit is substantially certain.
[0177] According to the reservation of Feature 2 for the substantial variation target in this most advantageous state, when winning the jackpot, special symbols F to J are determined as the jackpot symbols. When special symbol F is determined, four rounds of game play are executed in the big winning game, and the game state after the big winning game becomes the low-probability short-time state shown in Fig. 16(b). Also, when special symbols G and I are determined, four or ten rounds of game play are executed in the big winning game, and the game state after the big winning game becomes the high-probability short-time state. Further, when special symbols H and J are determined, four or ten rounds of game play are executed in the big winning game, and the game state after the big winning game becomes the high-probability precursor state.
[0178] Since the most advantageous state has an extremely high degree of advantage compared to other game states, the maximum objective of the game in the gaming machine 100 is to shift the game state to the most advantageous state. As described above, the game starts in the normal state first, but it does not shift directly to the most advantageous state from this normal state. Therefore, the transition route via the high-probability precursor state to the most advantageous state becomes the transition route to the most advantageous state in the gaming machine 100.
[0179] Furthermore, in the simultaneous rotation reference example, apart from the time-lapse escape in the high-probability precursor state, winning a specific small winning symbol is set as a transition condition from the high-probability precursor state to the most advantageous state. Specifically, when winning a small win by the reservation of Feature 1 which is the substantial variation target in the high-probability precursor state, as the small winning symbol, special symbol Z1 is determined with a probability of 1%, special symbol Z2 is determined with a probability of 69%, and special symbol Z3 is determined with a probability of 30% (see Fig. 8(c)).
[0180] At this time, when special symbol Z1 is determined as the small winning symbol, the time-lapse game state ends with the end of the small winning game, and as a result, the game state shifts to the most advantageous state.
[0181] In this way, since the most advantageous state is shifted by winning a specific small win, compared to the case where the most advantageous state is shifted only when the number of variations reaches the specified number (100 times), a sense of expectation and tension are constantly given to the player.
[0182] In addition, in the above high-probability precursor state, high-probability short-time state, and low-probability short-time state, there is a probability of about 1 / 3.45 of winning a minor prize. Therefore, even in the high-probability precursor state, high-probability short-time state, and low-probability short-time state, minor prize games are frequently executed in the same way as in the most advantageous state. However, in all of the high-probability precursor state, high-probability short-time state, and low-probability short-time state, the normal game state is a short-time game state. Also, although it will be described in detail later, even during a minor prize game, the normal game state is maintained as a short-time game state. Therefore, although the second large winning opening 128 is opened during the minor prize game, during this time, the first variable start opening 120B is also opened.
[0183] As described above, the first variable start opening 120B is provided above the second large winning opening 128, and moreover, in the short-time 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 short-time state, and low-probability short-time state, most of the game balls flowing down in 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 short-time state, and low-probability short-time state, unlike in the most advantageous state, even if a right hit is performed during the game, the number of game balls will gradually decrease.
[0184] As described above, when the game progresses according to the original game properties depending on the substantial variation target, if a big win is won, the game state after the big winning game is set to any one of the low-probability short-time state, high-probability short-time state, and high-probability precursor state. And the high-probability short-time 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 short-time game state. On the other hand, the high-probability short-time state continues until the next big win, whereas the high-probability precursor state is different in that the game state shifts to the most advantageous state by winning a specific minor prize (special symbol Z1) or by escaping from the short time.
[0185] In addition, in the high-probability short-time state, the variation time at the time of a near-miss and a miss is set to 1 second, while in the high-probability precursor state, the variation time at the time of a near-miss and a miss is set within the range of 3 to 10 seconds (see Fig. 10(b)). That is, the average of the variation time in the high-probability short-time state is set shorter than the average of the variation time in the high-probability precursor state.
[0186] Therefore, in the high-probability short-time state, since the variation time at the time of a near-miss and a miss is relatively short, until winning the jackpot, the substantial variation targets can be consumed at high speed. Although detailed explanation is omitted, in the variation time of the special symbol, the sub-control board 330 performs the variation display of the effect symbols 210a, 210b, and 210c. In the high-probability short-time state, the variation display of the effect symbols 210a, 210b, and 210c also becomes relatively short. Therefore, in the high-probability short-time state, as long as the special 1 hold is continuously stored, the special 1 hold (the variation display of the effect symbols 210a, 210b, and 210c) will continue to be consumed at high speed, and the time until winning the jackpot can be shortened, enabling the player to play until the next jackpot without feeling stress (reducing stress).
[0187] On the other hand, in the high-probability precursor state, although the variation time at the time of a near-miss and a miss is relatively long, the sub-control board 330 performs an effect of whether to shift to the most advantageous state. Therefore, the player can play while expecting whether to shift to the most advantageous state.
[0188] In this way, in the high-probability short-time state, even if winning a specific near-miss (special symbol Z1), it does not shift to the most advantageous state, but by setting the average of the variation time short, the time until winning the next jackpot can be shortened, and the stress on the player can be reduced. Also, in the high-probability precursor state, although the average of the variation time is set longer compared to the high-probability short-time state, with that variation time, an effect of whether to shift to the most advantageous state can be performed, and a sense of expectation and tension can be given to the player.
[0189] As described above, a high-probability and time-saving state and a high-probability precursor state are provided, in which 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 of the variation time of the high-probability and time-saving state shorter than the average of the variation time of the high-probability precursor state, new gameplay can be provided.
[0190] FIG. 17 is a diagram for explaining the transition of the game state when the game is not appropriately played according to the simultaneous rotation reference example. As described above, in the gaming machine 100, the symbol variation display on the first special symbol display 160 and the symbol variation display on the second special symbol display 162 are performed simultaneously and in parallel. At this time, when there is a possibility that the player may be disadvantaged as a result of a major role lottery being performed by holding other than the substantial variation target, the variation time is set to a long time such as 10 minutes. However, after a major role lottery is performed by holding other than the substantial variation target, for example, if the game is interrupted, a jackpot by holding other than the substantial variation target may be determined. In this case, as shown in FIG. 17, the game state will transition.
[0191] The main processes of the main control board 300 for realizing the above gameplay will be described below.
[0192] FIG. 18 is a diagram for explaining the gaming machine state flag according to the simultaneous rotation reference example. In the main control board 300, whether the game can be progressed is managed by the gaming machine state flag. One of six types of flag values from 00H to 05H is set in the gaming machine state flag. The flag value of the gaming machine state flag = 00H indicates a playable state. When the gaming machine state flag is 00H, the game is controlled to progress, and when the gaming machine state flag is other than 00H, the game is stopped.
[0193] The flag value of the gaming machine status flag = 01H indicates the setting change state. When the gaming machine status flag is 01H, the operation of changing the registered setting value becomes possible. The flag value of the gaming machine status flag = 02H indicates the setting confirmation state. When the gaming machine status flag is 02H, it is possible to confirm the registered setting value by, for example, displaying the registered setting value on the performance display monitor 184. The flag value of the gaming machine status flag = 03H indicates the setting abnormal state. When the gaming machine status flag is 03H, the game is stopped assuming that the registered setting value is abnormal. The flag value of the gaming machine status flag = 04H indicates the RAM abnormal state. When the gaming machine status flag is 04H, the game is stopped. The flag value of the gaming machine status flag = 05H indicates the checksum abnormal state. When the gaming machine status flag is 05H, the game is stopped. When the power is turned on, the gaming machine status flag is set to any of the flag values, and the processing according to the gaming machine status flag is performed.
[0194] (CPU initialization process of the main control board 300) FIG. 19 is a first flowchart for explaining the CPU initialization process in the main control board 300 according to the simultaneous rotation reference example, and FIG. 20 is a second flowchart for explaining the CPU initialization process in the main control board 300 according 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) In response to the power-on, the main CPU 300a reads the startup program from the main ROM 300b as an initial setting process and performs the setting process necessary for executing various processes.
[0197] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.
[0198] (Step S100-5) The main CPU 300a determines whether it is detecting a power-off warning signal. Note that a power-off detection circuit is provided on the main control board 300, and when the power supply voltage becomes equal to or lower than a predetermined value, a power-off warning signal is output from the power-off detection circuit. If it is detecting a power-off warning signal, the process proceeds to step S100-3 above; if it is not detecting a power-off warning signal, 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 above has elapsed. As a result, if it is determined that the wait time has elapsed, the process proceeds to step S100-9; if it is determined that the wait time has not elapsed, the process proceeds to step S100-5 above.
[0200] (Step S100-9) The main CPU 300a executes the processes necessary to permit access to the main RAM 300c.
[0201] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine state flag before power-off into the D register.
[0202] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum saved at the time of power-off, and also determines whether the backup flag is normal. As a result, if it is determined that the backup flag and the checksum are normal, the process proceeds to step S100-15; if it is determined that either one or both are not normal, the process proceeds to step S100-25.
[0203] (Step S100-15) The main CPU 300a sets an address that does not include the set value and the gaming machine state flag at the head address to be cleared in the main RAM 300c.
[0204] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal is input from the RAM clear switch 182s (whether the RAM clear button is pressed). As a result, if it is determined that the RAM clear operation signal is input, the process proceeds to step S100-31, and if it is determined that the RAM clear operation signal is not input, the process proceeds to step S100-19.
[0205] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine state flag loaded in step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. As a result, if it is determined that all three conditions are satisfied, the process proceeds to step S100-21, and if it is determined that even one of the three conditions is not satisfied, the process proceeds to step S100-23.
[0206] (Step S100-21) The main CPU 300a sets 02H (setting confirmation state) in the gaming machine state flag. That is, when the middle frame 104 is open, the setting change switch 180s is on, and the power is normally turned on without the RAM clear button being pressed, the setting confirmation state is entered.
[0207] (Step S100-23) The main CPU 300a executes an initialization process to clear the area to be cleared at power-on, which is the area after the head address set in step S100-15 in the main RAM 300c, and the process 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 out-of-area read / write check processing for checking and clearing the read / write memory in the unused area.
[0210] (Step S100-29) The main CPU 300a sets the address including the set value and the gaming machine state flag at the head address of the area to be cleared in the main RAM 300c.
[0211] (Step S100-31) The main CPU 300a checks and clears the read / write memory in 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. As a result, if it is determined to be normal, the process proceeds to step S100-37, and 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 transfers 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. As a result, if it is determined that 02H is set, the process proceeds to step S100-39, and 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 condition is satisfied. As a result, if it is determined that the setting change condition is satisfied, the process proceeds to step S100-43, and if it is determined that the setting change condition is not satisfied, the process proceeds to step S100-45. Here, the setting change condition at least includes that the setting change switch 180s is on, the middle frame 104 is open, and a RAM clear operation signal is input from the RAM clear switch 182s.
[0217] (Step S100-43) The main CPU 300a sets 01H (setting change state) in the D register.
[0218] (Step S100-45) The main CPU 300a saves the value set in the D register to the gaming machine state flag.
[0219] (Step S100-47) The main CPU 300a executes an initialization process to clear the clear target at the time of RAM clear in the main RAM 300c, and the process proceeds to step S100-49.
[0220] (Step S100-49) The main CPU 300a performs a transmission process (stores the RAM clear designated command in the transmission buffer) of a payout command (RAM clear designated command) for transmitting to the payout control board 310 that the main RAM 300c has been cleared.
[0221] (Step S100-51) The main CPU 300a loads the gaming machine state flag.
[0222] (Step S100-53) The main CPU 300a determines whether the gaming machine state flag loaded in the above step S100-51 is 00H (playable state). As a result, if it is determined to be 00H, the process proceeds to step S110, and if it is determined not to be 00H, the process proceeds to step S100-55.
[0223] (Step S110) The main CPU 300a performs sub-command group setting processing. Note that this sub-command group setting processing will be described later.
[0224] (Step S100-55) The main CPU 300a 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 period of the timer interrupt.
[0226] (Step S100-59) The main CPU 300a performs processing to prohibit interrupts.
[0227] (Step S100-61) The main CPU 300a updates the winning symbol random number initial value update random number. The winning symbol random number initial value update random number is for determining the initial value and the end value of the winning symbol random number. That is, when the winning symbol random number makes one round from the winning symbol random number initial value update random number to the winning symbol random number initial value update random number - 1 by the winning symbol random number update process described later, the winning symbol random number is updated to the winning symbol random number initial value update random number at that time.
[0228] (Step S100-63) The main CPU 300a analyzes the received data (main command) received from the payout control board 310 and executes various processes according to the received data.
[0229] (Step S100-65) The main CPU 300a performs processing for transmitting the sub-commands stored in the transmission buffer to the sub-control board 330.
[0230] (Step S100-67) The main CPU 300a performs processing for permitting interrupts.
[0231] (Step S100-69) The main CPU 300a updates the reach group determination random number, the reach mode determination random number, and the variation pattern random number, and thereafter repeats the processing from the above step S100-59. Hereinafter, the reach group determination random number, the reach mode determination random number, and the variation pattern random number for determining the variation presentation pattern are collectively referred to as the variation presentation random numbers.
[0232] FIG. 21 is a flowchart for explaining 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 state flag.
[0234] (Step S110-3) The main CPU 300a performs sub-command setting processing for transmitting a predetermined command to the sub-control board 330.
[0235] (Step S110-5) The main CPU 300a performs model command setting processing for setting a model command indicating the model information of the gaming machine 100 in the transmission buffer.
[0236] (Step S110-7) The main CPU 300a performs set value specifying command setting processing for setting a set value specifying command indicating the registered set value in the transmission buffer.
[0237] (Step S110-9) The main CPU 300a performs a specific drawing 1 reservation designation command setting process for setting a specific drawing 1 reservation designation command indicating a specific 1 reservation number in the transmission buffer.
[0238] (Step S110-11) The main CPU 300a performs a specific drawing 2 reservation designation command setting process for setting a specific drawing 2 reservation designation command indicating a specific 2 reservation number in the transmission buffer.
[0239] (Step S110-13) The main CPU 300a performs a number command setting process for setting a number command indicating the remaining number of times in the short-time game state in the transmission buffer.
[0240] (Step S110-15) The main CPU 300a performs a variable pattern selection state designation command setting process for setting a variable pattern selection state designation command indicating the variable pattern selection state in the transmission buffer.
[0241] (Step S110-17) The main CPU 300a performs a specific drawing phase designation command setting process for setting a specific drawing phase designation command indicating the special game management phase in the transmission buffer. Note that 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 the special symbol variation waiting state. As a result, if it is determined that it is in the special symbol variation waiting state, the process proceeds to step S110-21, and if it is determined that it is not in the special symbol variation waiting state, the sub-command group setting process ends.
[0243] (Step S110-21) The main CPU 300a sets a customer waiting designation command in the transmission buffer and ends the sub-command group setting process.
[0244] Next, the interrupt processing in the main control board 300 will be described. Here, the power-off backup processing (XINT interrupt processing) and the timer interrupt processing will be described.
[0245] (Power-off backup processing (XINT interrupt processing) of the main control board 300) FIG. 22 is a flowchart for explaining the power-off backup processing (XINT interrupt processing) 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 becomes equal to or lower than a predetermined value, it interrupts the CPU initialization process and executes the power-off backup processing.
[0246] (Step S300-1) When a 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 the power-off warning signal is detected. As a result, if it is determined that the power-off warning signal is detected, the process proceeds to step S300-11, and if it is determined that the power-off warning signal is not detected, the process proceeds to step S300-7.
[0249] (Step S300-7) The main CPU 300a restores the registers.
[0250] (Step S300-9) The main CPU 300a performs processing to enable interrupts and ends the power-off backup 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 for calculating and storing a checksum.
[0253] (Step S300-15) The main CPU 300a executes a RAM protection setting process necessary to prohibit access to the main RAM 300c.
[0254] (Step S300-17) The main CPU 300a sets a predetermined number of power-off detection signal detections as the counter value of the loop counter to set the power-off occurrence monitoring time.
[0255] (Step S300-19) The main CPU 300a checks for a power-off warning signal.
[0256] (Step S300-21) The main CPU 300a determines whether a power-off warning signal is detected. As a result, if it is determined that a power-off warning signal is detected, the process proceeds to step S300-17, and if it is determined that no power-off warning signal is detected, the process proceeds to step S300-23.
[0257] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.
[0258] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is not 0. As a result, 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 above-described CPU initialization process (step S100).
[0259] In the case where a power failure actually occurs, the operation of the gaming machine 100 stops while steps S300-17 to S300-25 are in a loop.
[0260] (Timer interrupt processing of the main control board 300) FIG. 23 is a flowchart for explaining the 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 generation circuit that generates clock pulses at a predetermined cycle (4 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "4 ms"). Then, when a clock pulse is generated by the reset clock pulse generation circuit, it interrupts 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 a process for enabling interrupts.
[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 for controlling the lighting of the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, the right hit notification display 172, and the performance display monitor 184.
[0264] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing for accurately obtaining the latest switch state.
[0265] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine state flag.
[0266] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). As a result, if it is determined to be 00H, the process proceeds to step S400-15, and if it is determined not to be 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 03H (setting abnormal state) or more. As a result, if it is determined to be 03H or more, the process proceeds to step S400-27, and if it is determined not to be 03H or more, the process proceeds to step S450.
[0268] (Step S450) The main CPU 300a executes setting-related processing and proceeds to step S400-27. The setting-related processing will be described later.
[0269] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, unless otherwise specified, the various timer counters are decremented each time the timer interrupt processing of the main control board 300 occurs, and the decrement stops when they reach 0.
[0270] (Step S400-17) The main CPU 300a executes update processing of the initial value update random number for the winning symbol random number, similar to step S100-61 above.
[0271] (Step S400-19) The main CPU 300a performs processing to update the winning symbol random number. Specifically, the random number counter is incremented by 1 for update, and if the added result exceeds the maximum value of the random number range, the random number counter is reset to 0. When the random number counter makes one full 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] Incidentally, although detailed explanations are omitted, in the simultaneous rotation reference example, the jackpot determination random number and the winning determination random number use hardware random numbers updated by a hardware random number generation unit built into the main control board 300. The hardware random number generation unit updates both the jackpot determination random number and the winning determination random number according to a certain rule, automatically changes the random number sequence every time the random number sequence makes a full cycle, and changes the start value every time the system is reset.
[0273] (Step S500) The main CPU 300a executes a switch management process for determining whether a signal has been input from the first fixed start port detection switch 120As, the first variable start port detection switch 120Bs, the second start port detection switch 122s, the gate detection switch 124s, the general drawing operation port detection switch 125s, the first big winning port detection switch 126s, and the second big winning port detection switch 128s. The 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 above special game. The details of this special game management process will be described later.
[0275] (Step S700) The main CPU 300a executes a normal game management process for controlling the progress of the above normal game. The details of this normal game management process will be described later.
[0276] (Step S400-21) The main CPU 300a executes an error management process for determining various errors and making settings according to the error determination results.
[0277] (Step S400-23) The main CPU 300a checks the general winning port detection switch 118s, the first start port detection switch 120s, the second start port detection switch 122s, the first big winning port detection switch 126s, and the second big winning port detection switch 128s, and executes a winning port switch process for adding a corresponding counter for prize ball control and the like.
[0278] (Step S400-25) The main CPU 300a executes a payout control management process for creating and transmitting a payout command based on the counter value of the counter for prize ball control set in step S400-23 above.
[0279] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information to be output to the outside from the game information output terminal board 312.
[0280] (Step S400-29) The main CPU 300a executes an LED display setting process for setting display data for controlling the lighting of various displays (LEDs) such as the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, and the right hit notification display 172 in the output buffer corresponding to each common.
[0281] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process for synthesizing the solenoid output images of the normal electric accessory solenoid 120c, the first big winning port solenoid 126c, and the second big winning port solenoid 128c and storing them in the output port buffer.
[0282] (Step S400-33) The main CPU 300a executes a port output process for outputting the value of the common output buffer stored in each output port buffer to the output port.
[0283] (Step S400-35) The main CPU 300a performs processing to prohibit interrupts.
[0284] (Step S400-37) The main CPU 300a performs processing to calculate the base ratio to be displayed on the performance display monitor 184 using the unused area of the main RAM 300c, and sets the common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer, executing performance display monitor control processing. In the performance display monitor control processing, the base ratio is calculated every predetermined period. Here, the base ratio for the current period and the base ratio for the previous period may be alternately displayed on the performance display monitor 184 every predetermined time. Also, the base ratio displayed on the performance display monitor 184 may be switched according to a predetermined operation.
[0285] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt processing.
[0286] Figure 24 is a flowchart for explaining 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 state flag is 01H (setting change state). As a result, if it is determined to be 01H, the process proceeds to step S450-3, and if it is determined not to be 01H, the process proceeds to step S450-15.
[0288] (Step S450-3) The main CPU 300a loads the registered setting value 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). As a result, if it is determined that the RAM clear switch 182s has been pressed, the process moves to step S450-7; if it is determined that the RAM clear switch 182s has not been pressed, the process moves to step S450-9.
[0290] (Step S450-7) The main CPU 300a adds 1 to the set value of the processing area.
[0291] (Step S450-9) The main CPU 300a determines whether the set value of the processing area is in the range of 1 to 6. As a result, if it is determined that the set value is in the range of 1 to 6, the process moves to step S450-13; if it is determined that the set value is not in the range of 1 to 6, the process moves to step S450-11.
[0292] (Step S450-11) The main CPU 300a sets the set value of the processing area to 1.
[0293] (Step S450-13) The main CPU 300a sets the set value of the processing area to the set value buffer.
[0294] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is on. As a result, if it is determined that the setting change switch 180s is on, the setting-related process ends; if it is determined that the setting change switch 180s is not on, the process moves 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 process in the transmission buffer.
[0296] (Step S110) The main CPU 300a executes the sub-command group setting process shown in FIG. 21. That is, when the setting-related process is executed, at the end thereof, the model command, the setting value designation command, the special drawing 1 hold designation command, the special drawing 2 hold designation command, the number of times command, the variation pattern selection state designation command, the special drawing 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 00H (playable state) in the gaming machine state flag and ends the setting-related process.
[0298] As described above, according to the simultaneous rotation reference example, when the middle frame 104 is opened, the setting change switch 180s is turned on, and the power is normally turned on while the RAM clear button is pressed, in the CPU initialization process (FIG. 19), 01H (setting change state) is set in the gaming machine state flag. Thereafter, the timer interrupt process is executed, but since 01H (setting change state) is set in the gaming machine state flag, all processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 23) are stopped, and the setting-related process is executed.
[0299] The setting-related process is repeatedly executed while the setting change switch 180s is on. During this setting-related process, the pressing operation of the RAM clear button is received as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that receives the setting change operation, the registered setting value stored in the setting value buffer is switched to any one of the setting values provided in multiple stages according to the setting change operation.
[0300] Then, when the setting change switch 180s is switched off while 01H (setting change state) is set in the gaming machine state flag, the setting change process ends, and 00H (playable state) is set in the gaming machine state flag. As a result, from the next timer interrupt process, the processes related to the progress of the game can be executed.
[0301] Here, in the related processing for setting the simultaneous rotation reference example, after the pressing operation of the RAM clear button, that is, after the acceptance of the setting change operation of the registered setting value, in the sub-command group setting process, the setting value specifying command corresponding to the registered setting value is transmitted to the sub-control board 330. On the other hand, during the acceptance of the setting change operation, the setting value specifying command is not transmitted to the sub-control board 330. In this way, during the acceptance of the setting change operation, the setting value specifying command is not transmitted, and when the acceptance of the setting change operation ends and the game progresses to a state where it is possible, by transmitting the setting value specifying command, the risk of the registered setting value being illegally acquired can be reduced.
[0302] Also, in the simultaneous rotation reference example, a plurality of flag values including at least 01H (setting change state) are switched. And when 01H (setting change state) is set in the game machine state flag, the setting-related processing can be executed, and the progress of the game is stopped. In this way, since the setting-related processing is not executed during the progress of the game, the setting value specifying command is not transmitted during the progress of the game, and the risk of the registered setting value being illegally acquired is reduced.
[0303] Next, among the above-described 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 for explaining the switch management processing (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 it is the time of detecting the gate detection switch being turned on, that is, whether a game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned on. As a result, if it is determined that it is the time of detecting the gate detection switch being turned on, the process proceeds to step S510; if it is determined that it is not the time of detecting the gate detection switch being turned on, the process proceeds to step S500-7.
[0306] (Step S510) The main CPU 300a executes gate passage processing based on the passage of the game ball through the gate 124. The details of this gate passage processing will be described later.
[0307] (Step S500-3) The main CPU 300a determines whether it is the time of detecting the general diagram operation port detection switch being turned on, that is, whether a game ball has entered the general diagram operation port 125 and the detection signal from the general diagram operation port detection switch 125s has been turned on. As a result, if it is determined that it is the time of detecting the general diagram operation port detection switch being turned on, the process proceeds to step S510; if it is determined that it is not the time of detecting the general diagram operation port detection switch being turned 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 general diagram operation port 125.
[0309] (Step S500-5) The main CPU 300a determines whether it is the time of detecting the first fixed start port detection switch being turned on, that is, whether a game ball has entered the first fixed start port 120A and the detection signal has been input from the first fixed start port detection switch 120As. As a result, if it is determined that it is the time of detecting the first fixed start port detection switch being turned on, the process proceeds to step S520; if it is determined that it is not the time of detecting the first fixed start port detection switch being turned on, the process proceeds to step S500-7.
[0310] (Step S520) The main CPU 300a executes a first start port passing process based on the entry of a game ball into the first fixed start port 120A. The details of this first start port passing process will be described later.
[0311] (Step S500-7) The main CPU 300a determines whether it is the detection time of the first variable start port detection switch being turned on, that is, whether a game ball has entered the first variable start port 120B and a detection signal has been input from the first variable start port detection switch 120Bs. As a result, if it is determined that it is the detection time of the first variable start port detection switch being turned on, the process proceeds to step S520, and if it is determined that it is not the detection time of the first variable start port detection switch being turned on, the process proceeds to step S500-9.
[0312] (Step S520) The main CPU 300a executes a first start port passing process based on the entry of a game ball into the first variable start port 120B. The details of this first start port passing process will be described later.
[0313] (Step S500-9) The main CPU 300a determines whether it is the detection time of the second start port detection switch being turned on, that is, whether a game ball has entered the second start port 122 and a detection signal has been input from the second start port detection switch 122s. As a result, if it is determined that it is the detection time of the second start port detection switch being turned on, the process proceeds to step S530, and if it is determined that it is not the detection time of the second start port detection switch being turned on, the process proceeds to step S500-11.
[0314] (Step S530) The main CPU 300a executes a second start port passing process based on the entry of a game ball into the second start port 122. The details of this second start port passing process will be described later.
[0315] (Step S500-11) The main CPU 300a determines whether it is the time of detecting the activation of the big winning opening detection switch, that is, whether a game ball has entered the first big winning opening 126 or the second big winning opening 128 and a detection signal has been input from the first big winning opening detection switch 126s or the second big winning opening detection switch 128s. As a result, if it is determined that it is the time of detecting the activation of the big winning opening detection switch, the process proceeds to step S540; if it is determined that it is not the time of detecting the activation of the big winning opening detection switch, the switch management process ends.
[0316] (Step S540) The main CPU 300a determines whether the entry of the game ball into the first big winning opening 126 or the second big winning opening 128 is proper. If it is determined that the entry of the game ball is proper, the main CPU 300a executes the big winning opening passing process for transmitting a big winning opening entry command indicating the entry of the game ball into the first big winning opening 126 or the second big winning opening 128 to the sub-control board 330. The details of this big winning opening passing process will be described later.
[0317] FIG. 26 is a flowchart for explaining the gate passing 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 generation unit.
[0319] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol hold ball number counter is greater than or equal to the maximum value, that is, whether the counter value of the normal symbol hold ball number counter is 4 or more. As a result, if it is determined that the counter value of the normal symbol hold ball number counter is greater than or equal to the maximum value, the gate passing process ends; if it is determined that the counter value of the normal symbol hold ball number counter is not greater than or equal to 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 hold ball number counter to a value obtained by adding "1" to the current counter value.
[0321] (Step S510-7) The main CPU 300a calculates a target storage unit that is a target for saving the acquired winning determination random number among the four storage units in the normal symbol hold storage area.
[0322] (Step S510-9) The main CPU 300a saves the winning determination random number acquired in step S510-1 to the target storage unit calculated in step S510-7.
[0323] (Step S510-11) The main CPU 300a sets a normal symbol hold designation command indicating the normal symbol hold number stored in the normal symbol hold storage area in the transmission buffer, and ends the gate passing process.
[0324] FIG. 27 is a flowchart for explaining the first start 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 for identifying whether it is special reservation 1 or special reservation 2 as the reservation type. The special symbol identification value (00H) indicates special reservation 1, and the special symbol identification value (01H) indicates special reservation 2.
[0326] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 hold ball number counter.
[0327] (Step S535) The main CPU 300a executes a special symbol random number acquisition process and ends the first start port passage process. Note that this special symbol random number acquisition process is executed using a common module with the second start port passage process (step S530). Therefore, the details of the special symbol random number acquisition process will be described after the description of the second start port passage process.
[0328] FIG. 28 is a flowchart for explaining the second start port passage 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 described later and ends the second start port passage process.
[0332] FIG. 29 is a flowchart for explaining the special symbol random number acquisition process (step S535) in the main control board 300 according to the simultaneous rotation reference example. This special symbol random number acquisition process is executed using a common module in the above-described first start port passage process (step S520) and second start port passage process (step S530).
[0333] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.
[0334] (Step S535-3) The main CPU 300a loads the number of target special symbol holding balls. Here, if the special symbol identification value loaded in step S535-1 above is "00H", the counter value of the special symbol 1 holding ball counter, that is, the special 1 holding number, is loaded. Also, if the special symbol identification value loaded in step S535-1 above is "01H", the counter value of the special symbol 2 holding ball counter, that is, the special 2 holding number, is loaded.
[0335] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generation unit.
[0336] (Step S535-7) The main CPU 300a determines whether the number of target special symbol holding balls loaded in step S535-3 above is equal to or greater than the upper limit value. As a result, if it is determined that it is equal to or greater than the upper limit value, the special symbol random number acquisition process is terminated. If it is determined that it is not equal to or greater than the upper limit value, the process proceeds to step S535-9.
[0337] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol holding ball counter to a value obtained by adding "1" to the current counter value.
[0338] (Step S535-11) The main CPU 300a calculates the target storage unit that is the target for saving the acquired jackpot determination random number among the storage units of the special symbol holding storage area.
[0339] (Step S535-13) The main CPU 300a acquires the jackpot determination random number loaded in step S535-5 above, the winning symbol random number updated in step S400-13 above, and the variation pattern random number updated in step S100-69 above, and stores them in the target storage unit calculated in step S535-11.
[0340] (Step S535-15) The main CPU 300a loads the counter values of the special symbol 1 hold ball counter and the special symbol 2 hold ball counter.
[0341] (Step S535-17) Based on the counter values loaded in the above step S535-15, the main CPU 300a sets the special figure hold designation command in the transmission buffer. Here, the special figure 1 hold designation command is set based on the counter value (special 1 hold number) of the special symbol 1 hold ball counter, and the special figure 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball counter. As a result, every time a special 1 hold or a special 2 hold is stored, the special 1 hold number and the special 2 hold number are transmitted to the sub-control board 330.
[0342] (Step S536) The main CPU 300a performs the production determination process at the time of acquisition and ends the special symbol random number acquisition process. In this production determination process at the time of acquisition, the result of the big winning lottery, the variation pattern number, etc. are tentatively determined, and a pre-reading designation command corresponding to the tentative determination result is transmitted to the sub-control board 330. This production determination process at the time of acquisition will be described with reference to FIG. 30.
[0343] FIG. 30 is a flowchart for explaining the production determination process at the time of acquisition (step S536) in the main control board 300 according to the simultaneous rotation reference example.
[0344] (Step S536-1) Based on the special symbol probability state flag that identifies whether it is a high-probability game state or a low-probability game state, the main CPU 300a selects the corresponding big win determination random number determination table. Specifically, if it is a low-probability game state, the low-probability big win determination random number determination table (see FIG. 6) is selected, and if it is a high-probability game state, the high-probability big win determination random number determination table (see FIG. 7) is selected. Then, based on the selected table and the big win determination random number stored in the target storage unit in the above step S535-13, a special symbol hit tentative determination process for tentatively determining whether it is a big win, a small win, or a loss is performed.
[0345] (Step S536-3) The main CPU 300a executes a special symbol temporary determination process for temporarily determining a special symbol. Here, when the result of the temporary big role lottery in step S536-1 (the result derived by the special symbol winning temporary determination process) is a big win or a small win, the winning symbol random number, winning type (big win or small win), and hold type stored in the target storage 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 (the type of big win symbol or small win symbol) is saved. Also, when the result of the temporary big role lottery in step S536-1 is a loss, the special symbol determination data for loss corresponding to the hold type (the type of loss symbol) is saved.
[0346] (Step S536-5) The main CPU 300a sets the pre-reading symbol type designation command (pre-reading designation command) corresponding to the special symbol determination data saved in step S536-3 in the transmission buffer.
[0347] (Step S536-7) The main CPU 300a selects a variation pattern random number determination table according to the special symbol probability state flag, hold type, number of variations in the game state, and the special symbol determination data (type of special symbol) extracted in step S536-3, and sets the selected variation pattern random number determination table.
[0348] (Step S536-9) The main CPU 300a tentatively determines a variation pattern number based on the variation pattern random number determination table set in step S536-7 and the variation pattern random number stored in the target storage unit in step S535-13.
[0349] (Step S536-11) The main CPU 300a sets the look-ahead specified variation pattern command (look-ahead specified command) corresponding to the variation pattern number tentatively determined in step S536-9 in the transmission buffer, and ends the acquisition time effect determination process.
[0350] FIG. 31 is a flowchart for explaining the big winning opening passing process (step S540) in the main control board 300 according to the simultaneous rotation reference example.
[0351] (Step S540-1) When the main CPU 300a determines that it is the time when the big winning opening detection switch is turned on in step S500-11, it loads the special game management phase. Although it will be described in detail later, the special game management phase indicates the stage of the execution process of the special game, that is, the progress status of the special game, and is updated according to the stage of the execution process of the special game.
[0352] (Step S540-3) The main CPU 300a determines whether the special game management phase loaded in step S540-1 indicates an execution process stage equal to or higher than the big winning opening release pre-processing. The special game management phase has nine levels from 00H to 08H. Among these, 01H to 08H correspond to the execution process stage equal to or higher than the big winning opening release pre-processing. Since the big winning game or the small win game is executed when the special game management phase is 01H to 08H, here, it is determined whether the big winning game or the small win game is currently in progress. If it is determined that the special game management phase indicates an execution process stage equal to or higher than the big winning opening release pre-processing, the process proceeds to step S540-5. If it is determined that the special game management phase does not indicate an execution process stage equal to or higher than the big winning opening release pre-processing, the process proceeds to step S540-7.
[0353] (Step S540-5) The main CPU 300a sets the big winning opening ball entry command indicating that a game ball has properly entered the first big winning opening 126 or the second big winning opening 128 in the transmission buffer, and ends the big winning opening passing process.
[0354] (Step S540-7) The main CPU 300a executes predetermined error processing on the assumption that the entry of the game ball into the first major winning opening 126 or the second major winning opening 128 is inappropriate, and ends the major winning opening passage process.
[0355] FIG. 32 is a diagram for explaining a special game management phase according to the simultaneous rotation reference example. As already described, in the simultaneous rotation reference example, a special game triggered by the entry of a game ball into the first start opening 120 or the second start opening 122 and a normal game triggered by the passage of a game ball through the gate 124 or the entry of a game ball into the general pattern operation opening 125 proceed simultaneously in parallel. The processes related to the special game are executed step by step and repeatedly, but in the main control board 300, each process related to such a special game is managed by a special game management phase.
[0356] As shown in FIG. 32, the main ROM 300b stores a plurality of special game control modules for executing control of the special game, and a special game management phase is associated with each of these special game control modules. Specifically, when the special game management phase is "00H", a module for executing "special symbol variation processing" is called, and when the special game management phase is "01H" or "05H", a module for executing "pre-opening processing of the major winning opening" is called, and when the special game management phase is "02H" or "06H", a module for executing "opening control processing of the major winning opening" is called, and when the special game management phase is "03H" or "07H", a module for executing "closing valid processing of the major winning opening" is called, and when the special game management phase is "04H" or "08H", a module for executing "end wait processing of the major winning opening" is called.
[0357] FIG. 33 is a flowchart for explaining 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 a special game control module corresponding to the special game management phase loaded in the above step S600-1.
[0360] (Step S600-5) The main CPU 300a calls the special game control module selected in the above step S600-3 and starts the process.
[0361] (Step S600-7) The main CPU 300a loads a special game timer for managing the control time of the special game and ends the special game management process.
[0362] FIG. 34 is a flowchart for explaining the special symbol variation process in the main control board 300 according to the simultaneous rotation 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 the special symbol variation waiting process. This special symbol variation waiting process will be described later with reference to FIGS. 35 to 38.
[0364] (Step S620) The main CPU 300a executes the special symbol variation in-process process. This special symbol variation in-process process will be described later with reference to FIG. 40.
[0365] (Step S630) The main CPU 300a executes the special symbol stop symbol display process. This special symbol stop symbol display process will be described later with reference to FIG. 41.
[0366] FIG. 35 is a first flowchart for explaining the special symbol variation waiting process (step S610) in the main control board 300 according to the simultaneous rotation reference example, and FIG. 36 is a second flowchart for explaining the special symbol variation waiting process (step S610) in the main control board 300 according to the simultaneous rotation reference example.
[0367] (Step S610-1) The main CPU 300a determines whether the interruption flag is on. Although it will be described in detail later, in the simultaneous rotation reference example, during the variation display of the symbols on the first special symbol display 160, there may be a case where the small hit symbol stops and is displayed on the second special symbol display 162. In this case, when the small hit symbol stops and is displayed on the second special symbol display 162, a small hit game is executed. During this time, however, the subtraction of the variation time of the special symbol on the first special symbol display 160 is interrupted, and after the end of the small hit game, the variation display of the symbols on the first special symbol display 160 is resumed. The interruption flag is turned on when the small hit symbol stops and is displayed on the second special symbol display 162 and the symbols on the first special symbol display 160 are being variably displayed. 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 resuming the variation display of the symbols on the first special symbol display 160 and moves the process to step S610-51 in FIG. 36.
[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 symbol variation display based on the first special hold is in progress or the symbol based on the first special hold is in the stop display (while the stop display time is being counted) on the first special symbol display 160. As a result, if it is determined that the variation display is in progress or the stop display is in progress, the process proceeds to step S610-51, and if it is determined that the variation display is not in progress and the stop display is not in progress, the process proceeds to step S610-9.
[0371] (Step S610-9) The main CPU 300a block-transfers the first special hold stored in the first to fourth storage units of the first special symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, the first special hold stored in the second to fourth storage units is transferred to the first to third storage units. Also, a main RAM 300c is provided with a zero-th storage unit to be processed, and the first special hold stored in the first storage unit is block-transferred to the zero-th storage unit. In this special symbol storage area shift process, the counter value of the target special symbol hold ball number counter corresponding to the first special hold is decremented by "1", and a hold decrement designation command indicating that the first special hold has been decremented by "1" is set in the transmission buffer.
[0372] (Step S610-11) The main CPU 300a determines whether the symbol variation display is in progress on the second special symbol display 162. As a result, if it is determined that the symbol variation display is in progress, the process proceeds to step S610-17, and if it is determined that the symbol variation display is not in progress, the process proceeds to step S611.
[0373] (Step S611) The main CPU 300a executes a special symbol per-judgment process for performing a big role lottery. This special symbol per-judgment process will be described later.
[0374] (Step S610-15) The main CPU 300a executes a special symbol determination process for determining a special symbol. Here, when the result of the big role lottery in step S611 is a big win or a small win, the winning symbol random number and hold type transferred to the 0th storage unit are loaded, the corresponding winning symbol random number determination table or small win symbol random number determination table is selected to extract special symbol determination data, and the extracted special symbol determination data (type of big win symbol) is saved. Also, when the result of the big role lottery in step S611 is a loss, the special symbol determination data for a loss is saved. Then, after saving the special symbol determination data, the 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 162 is a big win symbol. As a result, if it is determined to be a big win symbol, the process proceeds to step S610-19, and if it is determined not to be a big win symbol, the process proceeds to step S611.
[0376] (Step S610-19) The main CPU 300a determines whether the big win determination random number transferred to the 0th storage unit is within the range of a small win. As a result, if it is determined to be within the range of a small win, the process proceeds to step S610-21, and if it is determined not to be within the range of a small win, the process proceeds to step S610-23.
[0377] (Step S610-21) The main CPU 300a loads the winning symbol random number and hold type transferred to the 0th storage unit, selects the corresponding small win symbol random number determination table to extract special symbol determination data, and saves the extracted special symbol determination data (type of small win symbol).
[0378] (Step S610-23) The main CPU 300a saves the special symbol determination data related to the losing symbol and sets the symbol type designation command corresponding to the special symbol determination data in the transmission buffer. That is, when the variation display of the symbol in which the jackpot symbol is finally stopped and displayed is being performed on the second special symbol display 162, on the first special symbol display 160, only the variation display of the symbol in which the small win symbol or the losing symbol is finally stopped and displayed is necessarily performed.
[0379] (Step S610-25) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-15, step S610-21, and step S610-23. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and numbers (counter values) are associated with each segment constituting the 7 segments. The special symbol stop symbol number determined here indicates the number (counter value) of the segment that finally lights up.
[0380] (Step S612) The main CPU 300a executes a special symbol variation number determination process for determining the variation pattern number. The details of this special symbol variation number determination process will be described later.
[0381] (Step S610-27) The main CPU 300a loads the variation pattern number determined in step S612 above, determines the variation time by referring to the variation time determination table, and sets the determined variation time in the special symbol variation timer.
[0382] (Step S610-29) The main CPU 300a determines whether the result of the big role lottery is a big win. If it is a big win, it loads the special symbol determination data saved in the above step S610-15 and checks the type of the big win symbol. Then, referring to the game state setting table and the current game state, it determines the game state, high probability remaining times, and time shortening remaining times set after the big role game ends, and saves the determination result in the special symbol probability state preliminary flag, time shortening state preliminary flag, high probability remaining times cut preliminary counter, and time shortening remaining times cut preliminary counter. If a losing symbol is saved, it skips to the next process without executing this process.
[0383] (Step S610-31) The main CPU 300a executes a process of setting a special symbol display symbol counter to start the variable display of symbols on the first special symbol display 160. Each segment of the 7-segment that constitutes the first special symbol display 160 is associated with a counter value, and the segment corresponding to the counter value set in the special symbol display symbol counter is controlled to light up. Here, the counter value corresponding to the segment to be lit at the start of the variable display of symbols is set in the special symbol display symbol counter. Note that the special symbol display symbol counter is separately provided with a special symbol 1 display symbol counter corresponding to the first special symbol display 160 and a special symbol 2 display symbol counter corresponding to the second special symbol display 162. Here, the counter value is set in the special symbol 1 display symbol counter.
[0384] (Step S613) The main CPU 300a executes a cut-off count management process. Here, a process for ending the time shortening game state according to the number of variations is performed. This cut-off count management process will be described later.
[0385] (Step S610-35) The main CPU 300a sets a count command indicating the remaining number of times (actual remaining number of times) until the high probability remaining times and the time shortening remaining times become 0 in the transmission buffer.
[0386] (Step S610-37) The main CPU 300a sets a game state change designation command indicating the game state at the start of the variable display of the special symbol in the transmission buffer.
[0387] (Step S610-51) As shown in FIG. 36, the main CPU 300a determines whether the number of special symbol 2 holds is 1 or more. As a result, if it is determined that the number of special symbol 2 holds is 1 or more, the process proceeds to step S610-53, and if it is determined that the number of special symbol 2 holds is not 1 or more, the process proceeds to step S610-85.
[0388] (Step S610-53) The main CPU 300a determines whether the variable display of the symbol based on the special symbol 2 hold is in progress or the symbol based on the special symbol 2 hold is in the stopped display state (while the stopped display time is being measured) on the second special symbol display 162. As a result, if it is determined that the variable display is in progress or the stopped display is in progress, the process proceeds to step S610-85, and if it is determined that the variable display is not in progress and the stopped display is not in progress, the process proceeds to step S610-55.
[0389] (Step S610-55) The main CPU 300a block-transfers the special symbol 2 holds stored in the first to fourth storage units of the second special symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, the special symbol 2 holds stored in the second to fourth storage units are transferred to the first to third storage units. Also, a processing target zero-th storage unit is provided in the main RAM 300c, and the special symbol 2 hold stored in the first storage unit is block-transferred to the zero-th storage unit. In this special symbol storage area shift process, the counter value of the target special symbol hold ball number counter corresponding to the special symbol 2 hold is decremented by "1", and a hold reduction designation command indicating that the special symbol 2 hold has been decremented by "1" is set in the transmission buffer.
[0390] (Step S610-57) The main CPU 300a determines whether the symbols are in the process of variable display on the first special symbol display 160. As a result, if it is determined that the symbols are in the process of variable display, the process proceeds to step S610-63, and if it is determined that the symbols are not in the process of variable display, the process proceeds to step S611.
[0391] (Step S611) The main CPU 300a loads the jackpot determination random number transferred to the 0th storage unit and the special symbol probability state flag that identifies whether it is a high-probability gaming state or a low-probability gaming state, selects the corresponding jackpot determination random number determination table to conduct a major winning lottery, and executes a special symbol winning determination process for storing the lottery result.
[0392] (Step S610-61) The main CPU 300a executes a special symbol determination process for determining the special symbol. Here, if the result of the major winning lottery in step S611 is a jackpot or a minor win, the winning symbol random number and the hold type transferred to the 0th storage unit are loaded, the corresponding winning symbol random number determination table or minor win symbol random number determination table is selected to extract special symbol determination data, and the extracted special symbol determination data (the type of jackpot symbol) is saved. Also, if the result of the major winning lottery in step S611 is a loss, the special symbol determination data for a loss is saved. Then, after saving the special symbol determination data, the symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.
[0393] (Step S610-63) The main CPU 300a determines whether the special symbol finally stopped and displayed on the first special symbol display 160 is a jackpot symbol. As a result, if it is determined that it is a jackpot symbol, the process proceeds to step S610-65, and if it is determined that it is not a jackpot symbol, the process proceeds to step S611.
[0394] (Step S610-65) The main CPU 300a determines whether the jackpot determination random number transferred to the 0th storage unit is within the range of a minor win. As a result, if it is determined to be within the range of a minor win, the process proceeds to step S610-67, and if it is determined to be outside the range of a minor win, the process proceeds to step S610-69.
[0395] (Step S610-67) The main CPU 300a loads the winning symbol random number and the hold type transferred to the 0th storage unit, selects the corresponding minor win symbol random number determination table to extract special symbol determination data, and saves the extracted special symbol determination data (the type of minor win symbol).
[0396] (Step S610-69) The main CPU 300a saves the special symbol determination data related to the losing symbol and sets the symbol type designation command corresponding to the special symbol determination data in the transmission buffer. That is, when the variable display of the symbol that will finally stop displaying the jackpot symbol is being performed on the first special symbol display 160, on the second special symbol display 162, only the variable display of the symbol that will finally stop displaying the minor win symbol or the losing symbol will surely be performed.
[0397] (Step S610-71) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-61, step S610-67, and step S610-69.
[0398] (Step S612) The main CPU 300a executes a special symbol variation number determination process for determining the variation pattern number. The details of this special symbol variation number determination process will be described later.
[0399] (Step S610-73) The main CPU 300a loads the variation pattern number determined in the above step S612, determines the variation time with reference to the variation time determination table, and sets the determined variation time in the special symbol variation timer.
[0400] (Step S610-75) The main CPU 300a determines whether the result of the big role lottery in the above step S611 is a big win. If it is a big win, it loads the special symbol determination data saved in the above step S610-61 to confirm the type of big win symbol. Then, with reference to the game state setting table and the current game state, it determines the game state, high probability remaining times, and time shortening remaining times set after the big role game ends, and saves the determination results in the special symbol probability state preliminary flag, time shortening state preliminary flag, and high probability remaining cut preliminary counter and time shortening remaining cut preliminary counter. If a losing symbol is saved, it skips to the next process without executing this process.
[0401] (Step S610-77) The main CPU 300a executes a process of setting the special symbol display symbol counter in order to start the variation display of symbols on the second special symbol display 162. Each segment of the 7-segment that constitutes the second special symbol display 162 is associated with a counter value, and the segment corresponding to the counter value set in the special symbol display symbol counter is controlled to light up. Here, the counter value corresponding to the segment to be lit at the start of the symbol variation display is set in the special symbol 2 display symbol counter.
[0402] (Step S613) The main CPU 300a executes a cut-off management process described later.
[0403] (Step S610-81) The main CPU 300a sets a count command indicating the counter value (remaining times until the high probability remaining times become 0) updated in the above step S610-79 in the transmission buffer.
[0404] (Step S610-83) The main CPU 300a sets a game state change designation command indicating the game state at the start of the variable display of the special symbol in the transmission buffer.
[0405] (Step S610-85) When the main CPU 300a is not in the variable display or stop display of the symbol on either the first special symbol display 160 or the second special symbol display 162, it executes a predetermined customer waiting process and ends the special symbol variable waiting process.
[0406] FIG. 37 is a flowchart for explaining the special symbol hit determination process (S611) according to the simultaneous rotation 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 value 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. As a result, if it is determined to be within the normal range, the process proceeds to step S611-11, and if it is determined not to be within the normal range, the process proceeds to step S611-7.
[0410] (Step S611-7) The main CPU 300a sets 03H (setting abnormal state) in the game machine state flag.
[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 hit determination process. When this setting abnormality state command is transmitted to the sub-control board 330, a notification indicating that there is a setting abnormality is made.
[0412] (Step S611-11) The main CPU 300a refers to the big win determination random number determination table corresponding to the information loaded in the above steps S611-1 and S611-3, and sets the lower limit value and the upper limit value when determining a big win or a small win, respectively.
[0413] (Step S611-13) The main CPU 300a compares the big win determination random number transferred to the 0th storage unit with the above lower limit value and upper limit value, and performs a determination process (big role lottery) for determining the presence or absence of winning a big win or a small win.
[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 hit determination process.
[0415] FIG. 38 is a flowchart for explaining the special symbol variation 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 the above 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-saving game state. As a result, if it is determined that the normal game state is the time-saving game state, the process proceeds to step S612-7, and if it is determined that it is not the time-saving game state, the process proceeds to step S612-5.
[0418] (Step S612-5) Based on the current gaming state, the hold type, and the determined type of special symbol, the main CPU 300a executes a variable pattern random number determination table selection process to select and set the corresponding variable pattern random number determination table.
[0419] (Step S612-7) The main CPU 300a increments the total variation count counter. The total variation count counter counts the total number of times of symbol variation display (the first variation count) on the first special symbol display 160 and the number of times of symbol variation display (the second variation count) on the second special symbol display 162 after the time-saving gaming state is set. This total variation count is updated by 1 each time the symbol variation display is started in the time-saving gaming state.
[0420] (Step S612-9) The main CPU 300a determines whether it is the start time of the symbol variation display on the second special symbol display 162. As a result, if it is determined that it is the start time of the symbol variation display on the second special symbol display 162, the process proceeds to step S612-11; if it is determined that it is not the start time of the symbol variation display on the second special symbol display 162, the process proceeds to step S612-5.
[0421] In the time-saving gaming state, when the symbol variation display is started on the first special symbol display 160, the variable pattern random number determination table is selected based on the total variation count updated in step S612-7.
[0422] (Step S612-11) The main CPU 300a increments the second variation count. The second variation count counts the number of times of the variation display of the symbols (the second variation count) on the second special symbol display 162 after the time-saving game state is set. This second variation count is updated by 1 each time the symbol variation display is started on the second special symbol display 162 when the time-saving game state is set.
[0423] (Step S612-13) The main CPU 300a determines whether the second variation count updated in the above step S612-11 is 4 or less. As a result, if it is determined that it is 4 or less, the process proceeds to step S612-15, and if it is determined that it is not 4 or less, the process proceeds to step S612-5.
[0424] In the time-saving game state, when the symbol variation display is started on the second special symbol display 162 and the second variation count is 5 or more, a variation pattern random number determination table is selected based on the total variation count updated in the above step S612-7. According to table I selected at this time, the variation time is always determined to be 10 minutes.
[0425] (Step S612-15) The main CPU 300a selects and sets a special table as the variation pattern random number determination table.
[0426] (Step S612-17) The main CPU 300a determines the variation pattern number based on the variation pattern random number determination table set in the above step S612-5 or step S612-15 and the variation pattern random number transferred to the 0th storage unit in the above step S610-9 or step S610-55.
[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 symbol variation number determination process.
[0428] FIG. 39 is a flowchart for explaining the count 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 short-time count, that is, the counter value of the short-time count counter is greater than 0. As a result, if it is determined that the short-time count is greater than 0, the process proceeds to step S613-3, and if it is determined that the short-time count is 0, the count cut management process is ended.
[0430] (Step S613-3) The main CPU 300a decrements the short-time count counter.
[0431] (Step S613-5) The main CPU 300a determines whether the counter value (short-time count) has been updated to 0 in the above step S613-3. As a result, if it is determined that the short-time count is 0, the process proceeds to step S613-7, and if it is determined that the short-time count is not 0, the count cut management process is ended.
[0432] (Step S613-7) The main CPU 300a sets the short-time state flag in order to set the normal game state to a non-short-time game state. As a result, after the normal game state is set to the short-time game state, when the variation count reaches the short-time count (here, 50 times or 100 times) at the start of the variation, the normal game state will be changed to the non-short-time game state. For example, if it was set to the 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-saving end flag and ends the count management process.
[0434] Figure 40 is a flowchart for explaining the process 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 process target identification value. The process target identification value is used to identify whether to execute the process related to the first reservation or the process related to the second reservation when executing the following respective processes. When "00H" is set as the process target identification value, the process related to the first reservation is executed, and when "01H" is set as the process target identification value, the process related to the second reservation is executed. Note that various counters and timers that appear in the description of the process during special symbol variation and the special symbol stop symbol display process are provided for the first reservation and the second reservation. In the processes from step S620-5 to step S620-23 below, the processes are performed on the process targets (counters, timers, etc.) corresponding to the process target identification value stored in the main RAM 300c.
[0436] (Step S620-3) The main CPU 300a determines whether the reservation of the process target is in the variable display in the first special symbol display 160 or the second special symbol display 162. As a result, if it is in the variable display, the process proceeds to step S620-5, and if it is not in the variable display, the process proceeds to step S620-25.
[0437] (Step S620-5) The main CPU 300a executes a process of updating a special symbol variation base counter. Note that the counter value of the special symbol variation base counter is set to cycle once at a predetermined period (for example, 100 ms). Specifically, when the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and when 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 the above step S620-5 is "0". As a result, if the counter value is "0", the process proceeds to step S620-9, and 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 variation timer update process of subtracting a predetermined value from the timer value of the special symbol variation timer set in the above step S610-27 or step S610-73.
[0440] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol variation timer updated in the above step S620-9 is "0". As a result, if the timer value is "0", the process proceeds to step S620-19, and if the timer value is not "0", the process proceeds to step S620-13.
[0441] (Step S620-13) The main CPU 300a updates a special symbol display timer that measures the lighting time of each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162. Specifically, when the timer value of the special symbol display timer is "0", a predetermined timer value is set, and when the timer value is "1" or more, 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". As a result, 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 proceeds to step S620-25. As a result, each segment constituting the 7-segment will be sequentially lit at predetermined 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 will be stopped and displayed on the first special symbol display 160 or the second special symbol display 162.
[0445] (Step S620-21) The main CPU 300a sets a special symbol stop designation command indicating that a special symbol has been stopped and displayed on the first special symbol display 160 or the second special symbol display 162 in the transmission buffer.
[0446] (Step S620-23) The main CPU 300a sets the special symbol variation stop time, which is the time to stop displaying the special symbol, in the special game timer.
[0447] (Step S620-25) The main CPU 300a determines whether the processing target identification value stored in the main RAM 300c is the maximum (01H). As a result, if it is determined that the processing target identification value is the maximum, the special symbol variation process is terminated, and if it is determined that the processing target identification value 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 transfers the process to step S620-3.
[0449] Figure 41 is a flowchart for explaining the special symbol stop symbol display process on 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 corresponding to the reservation type corresponding to the processing target identification value set in the main RAM 300c is being stopped and displayed on the first special symbol display 160 or the second special symbol display 162. As a result, if it is determined that it is being stopped and displayed, the process proceeds to step S630-5, and if it is determined that it is not being stopped and displayed, 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 not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the process proceeds to step S630-37, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S630-7.
[0453] (Step S630-7) The main CPU 300a checks the result of the big winning lottery.
[0454] (Step S630-9) The main CPU 300a determines whether the result of the major role lottery is a miss. As a result, if it is determined to be a miss, the process proceeds to step S630-29, and if it is determined not to be a miss, the process proceeds to step S630-11.
[0455] (Step S630-11) The main CPU 300a determines whether there is a special symbol in variable display. As a result, if it is determined that there is a special symbol in variable display, the process proceeds to step S631, and if it is determined that there is no special symbol in variable display, the process proceeds to step S630-13.
[0456] (Step S631) The main CPU 300a executes a symbol forced stop process. This symbol forced stop process will be described later with reference to FIG. 42.
[0457] (Step S630-13) The main CPU 300a performs a game state update process for updating the game state. Here, when the special symbol in stop display is a jackpot symbol, the game state is set to the initial state, and when the special symbol in stop display is a minor win symbol, the process proceeds directly to the next process.
[0458] (Step S630-15) The main CPU 300a sets the data of 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 the maximum operation times setting process for the special electric accessory. Specifically, referring to the data set in step S630-15 above, 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 operation times counter for the special electric accessory. Note that this maximum operation times counter for the special electric accessory indicates the number of rounds executable in the big winning game that will start from now on. On the other hand, a consecutive operation times counter for the special electric accessory is provided in the main RAM 300c. At the start of each round game, the current round game number is managed by adding "1" to the counter value of the consecutive operation times counter for the special electric accessory. Here, in conjunction with the start of the big winning game, a process of resetting (updating to "0") the counter value of this consecutive operation times counter for the special electric accessory is also executed.
[0460] (Step S630-19) The main CPU 300a refers to the data set in step S630-15 above and saves a predetermined opening time as the 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 the big winning game to the sub-control board 330 in the transmission buffer.
[0462] (Step S630-23) When the main CPU 300a starts the big winning game, it updates the special game management phase to "01H", and when it starts the small winning game, it updates the special game management phase to "05H".
[0463] (Step S630-25) The main CPU 300a determines whether the special game management phase updated in step S630-23 above is "01H", that is, whether it is a big win. As a result, if it is determined that the special game management phase is "01H", the process proceeds to step S630-27, and if it is determined that the special game management phase is not "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. By this process, a jackpot signal will be output along with the start of a big winning game (opening). Although a plurality of signals are provided to be output from the game information output terminal board 312, only a predetermined jackpot signal will be described here.
[0465] (Step S630-29) The main CPU 300a sets a special symbol determination time game state confirmation designation command indicating the game state when the special symbol is determined in the transmission buffer.
[0466] (Step S630-31) The main CPU 300a determines whether the time shortening end flag is on. As described above, the time shortening end flag is turned on in step S613-9 of FIG. 39 at the start of variation when changing from the time shortening game state to the non-time shortening game state. That is, the case where the time shortening end flag is on here means that at the 50th or 100th start of variation in the high probability precursor state, due to the time shortening escape, the normal game state is changed from the time shortening game state to the non-time shortening game state. That is, here, it is determined that the time shortening end flag is on only when the variation at the time of time shortening escape ends. If it is determined that the time shortening end flag is on, the process proceeds to step S630-33, and if it is determined that the time shortening end flag is not on, the process proceeds to step S630-37.
[0467] (Step S630-33) The main CPU 300a performs a jackpot signal output stop process for stopping the jackpot signal output from the game information output terminal board 312. That is, the jackpot signal will be output during the big winning game or during the time shortening game state.
[0468] (Step S630-35) The main CPU 300a turns off the time-saving 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). As a result, if it is determined that the processing target identification value is the maximum, the special symbol stop symbol display process is terminated. If it is determined that the processing target identification value is not the maximum, the process proceeds to step S630-39.
[0470] (Step 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 for explaining the symbol forced stop process (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 special symbol being stopped and displayed (the current one) is a small hit symbol. As a result, if it is determined that it is a small hit symbol, the process proceeds to step S631-3. If it is determined that it is not a small hit 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 hit symbol was 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. 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 special symbol that is being variably displayed (the other one) is a jackpot symbol. As a result, if it is determined to be a jackpot symbol, the process proceeds to step S631-11, and if it is determined not to be 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 that interrupts the variable display of the symbols on the first special symbol display 160, and ends the symbol forced stop process. Here, a process of temporarily saving the remaining variation time and information related to the special symbol in a predetermined storage area is performed.
[0477] (Step S631-11) The main CPU 300a performs a process of forcibly stopping the losing symbol on the first special symbol display 160 or the second special symbol display 162 where the symbol is being variably displayed, and ends the symbol forced stop process.
[0478] By the above process, if a minor win symbol is stopped and displayed on the first special symbol display 160, a losing symbol is forcibly stopped and displayed on the second special symbol display 162. Also, if a minor win symbol is stopped and displayed on the second special symbol display 162, and the symbol is in the variable display process where the jackpot symbol is finally stopped and displayed on the first special symbol display 160, a losing symbol is forcibly stopped and displayed on the first special symbol display 160. On the other hand, if a minor win symbol is stopped and displayed on the second special symbol display 162, and the symbol is in the variable display process where a minor win symbol or a losing symbol is finally stopped and displayed on the first special symbol display 160, the variable display on the first special symbol display 160 will be temporarily interrupted.
[0479] FIG. 43 is a flowchart for explaining the pre-opening process of the big winning opening in the main control board 300 according to the simultaneous rotation reference example. This pre-opening process of the big winning 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 not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the pre-opening process of the big winning opening ends, and if it is determined that the timer value of the special game timer is "0", the process moves to step S640-3.
[0481] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation times counter to the value obtained by adding "1" to the current counter value.
[0482] (Step S640-5) The main CPU 300a sets a big winning opening release designation command for transmitting the start of the release of the big winning opening (start of the round game) to the sub-control board 330 in the transmission buffer.
[0483] (Step S641) The main CPU 300a executes the big winning opening opening / closing switching process. This big winning opening opening / closing switching process will be described later.
[0484] (Step S640-7) The main CPU 300a updates the special game management phase to the value obtained by adding 01H to the current value ("02H" or "06H"), and ends the pre-opening process of the big winning opening.
[0485] FIG. 44 is a flowchart for explaining the big winning opening opening / closing switching process in the main control board 300 according to the simultaneous rotation reference example.
[0486] (Step S641-1) 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 times (the number of times the big winning opening opens and closes during one round of the game). As a result, if it is determined that the counter value is the upper limit value, the big winning opening opening / closing switching process is terminated, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641-3.
[0487] (Step S641-3) The main CPU 300a refers to the data in the special electric accessory operation ram set table, and extracts solenoid control data for energization control of the first big winning opening solenoid 126c and the second big winning opening solenoid 128c, and timer data which is the energization time or the energization stop time, based on the counter value of the special electric accessory opening / closing switching counter.
[0488] (Step S641-5) The main CPU 300a executes a big winning opening solenoid energization control process for starting or stopping the energization of the first big winning opening solenoid 126c or the second big winning opening solenoid 128c based on the solenoid control data extracted in step S641-3 above. By executing this big winning opening solenoid energization control process, in steps S400-23 and S400-25 above, the energization start or energization stop of the first big winning opening solenoid 126c or the second big winning opening solenoid 128c is controlled.
[0489] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 above to the special game timer. Note that the timer value saved to the special game timer here is the maximum opening time for one time of the big winning opening.
[0490] (Step S641-9) The main CPU 300a determines whether the energization start state of the first large winning opening solenoid 126c or the second large winning opening solenoid 128c is reached, that is, whether the control process for starting the energization of the first large winning opening solenoid 126c or the second large winning opening solenoid 128c is performed in the above step S641-5. As a result, if it is determined that the energization start state is reached, the process proceeds to step S641-11. If it is determined that the energization start state is not reached, the large winning opening switching process is terminated.
[0491] (Step S641-11) The main CPU 300a updates the counter value of the special electric accessory opening / closing switching counter to a value obtained by adding "1" to the current counter value, and terminates the large winning opening switching process.
[0492] FIG. 45 is a flowchart for explaining the large winning opening release control process in the main control board 300 according to the simultaneous rotation reference example. This large winning opening release 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 the above step S641-7 is not "0". As a result, 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 times. As a result, if it is determined that the counter value is the upper limit value, the process proceeds to step S650-7. 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, when it is determined that the counter value of the special electric accessory opening / closing switching counter is not the upper limit value of the special electric accessory opening / closing switching times, the main CPU 300a executes the process of step S641.
[0496] (Step S650-5) The main CPU 300a determines whether the counter value of the big winning opening winning ball number counter updated in the above step S500-9 has reached the specified number, that is, whether the same number of game balls as the maximum number of winning balls possible in one round have entered the big winning opening. As a result, if it is determined that the specified number has not been reached, the big winning opening release control process ends, 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 executes the big winning opening closing process necessary to close the big winning opening by stopping the energization of the first big winning opening solenoid 126c or the second big winning opening solenoid 128c. As a result, the big winning opening becomes the closed state.
[0498] (Step S650-9) The main CPU 300a saves the big winning opening closing effective time (interval time) to 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 big winning opening closing designation command indicating that the big winning opening has been closed in the transmission buffer, and ends the big winning opening release control process.
[0501] FIG. 46 is a flowchart for explaining the main prize opening closing valid process in the main control board 300 according to the simultaneous rotation reference example. This main prize opening closing valid 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 not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the main prize opening closing valid process ends. If it is determined that the timer value of the special game timer is "0", the process moves to step S660-3.
[0503] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric accessory continuous operation times counter matches the counter value of the special electric accessory maximum operation times counter, that is, whether the round games of the preset number of times have ended. As a result, if it is determined that the counter value of the special electric accessory continuous operation times counter matches the counter value of the special electric accessory maximum operation times counter, the process moves to step S660-9. If it is determined that they do not match, the process moves to step S660-5.
[0504] (Step S660-5) The main CPU 300a updates the special game management phase to "01H". When the special game management phase is 07H, that is, during the control of the small win game, since the round game count of the small win game is "1", it is always determined as YES in step S660-3 above, and the process does not transfer to this step.
[0505] (Step S660-7) The main CPU 300a saves a predetermined main prize opening closing time in the special game timer and ends the main prize opening closing valid process. As a result, the next round game will be started.
[0506] (Step S660-9) The main CPU 300a executes an ending time setting process for saving the ending time to the 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 (either "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 winning opening closing valid process.
[0509] Figure 47 is a flowchart for explaining the big winning opening ending wait process in the main control board 300 according to the simultaneous rotation reference example. This big winning opening ending 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 not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the big winning opening ending wait process ends, 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", that is, whether it is the end of the small win game. As a result, 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 state setting processing for setting the game state after the end of a big winning game. Here, it loads the game state, high probability occurrence count, and time shortening count set in the preliminary area in step S610-29 or step S610-75, and sets the flag settings and counter values as the game state after the big winning game.
[0513] (Step S670-7) In step S670-5, the main CPU 300a determines whether the normal game state is set to a non-time shortening game state. As a result, if it is determined that it is set to a non-time shortening game state, the process proceeds to step S670-9, and if it is determined that it is not set to a non-time shortening game state, the process proceeds to step S670-21.
[0514] (Step S670-9) The main CPU 300a performs jackpot signal output stop processing for stopping the jackpot signal output from the game information output terminal board 312. That is, when it is set to the most advantageous state after a big winning game, the output of the jackpot signal is stopped upon the end of the big winning game.
[0515] (Step S670-11) The main CPU 300a determines whether the current game state is a high probability precursor state (high probability game state and time shortening game state). As a result, if it is determined that it is a high probability precursor state, the process proceeds to step S670-13, and if it is determined that it is not a high probability precursor 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. As a result, if it is determined that it is the special symbol Z1, the process proceeds to step S670-15, and if it is determined that it 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 in order 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 precursor state, the game state will be 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 count counter.
[0519] (Step S670-19) The main CPU 300a performs a jackpot signal output stop process to stop the jackpot signal output from the game information output terminal board 312. That is, when winning the special symbol Z1 and being set to the most advantageous state after the small-win game, the output of the jackpot signal will be stopped at the end of the small-win game.
[0520] (Step S670-21) The main CPU 300a sets a game state change designation command for transmitting the game state set after the end of the big winning combination game to the transmission buffer.
[0521] (Step S670-23) The main CPU 300a sets the count command corresponding to the high-probability count and the time-saving count to the transmission buffer.
[0522] (Step S670-25) The main CPU 300a updates the special game management phase to "00H" and ends the big winning opening end wait process. As a result, when the special 1 reservation or the special 2 reservation is stored, the variable display of the symbols will be restarted.
[0523] FIG. 48 is a diagram for explaining the normal game management phase according to the simultaneous rotation reference example. As already described, in the simultaneous rotation reference example, the processes related to the normal game triggered by the passage of the game ball through the gate 124 or the entry of the game ball into the general drawing operation port 125 are executed step by step and repeatedly. However, in the main control board 300, each of these processes related to the normal game is managed 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 executing and controlling the normal game, and a normal game management phase is associated with each of these normal game control modules. Specifically, when the normal game management phase is "00H", the module for executing the "normal symbol variation waiting process" is called. When the normal game management phase is "01H", the module for executing the "normal symbol variation in process" is called. When the normal game management phase is "02H", the module for executing the "normal symbol stop symbol display process" is called. When the normal game management phase is "03H", the module for executing the "pre-opening process of the normal electric accessory winning port" is called. When the normal game management phase is "04H", the module for executing the "opening control process of the normal electric accessory winning port" is called. When the normal game management phase is "05H", the module for executing the "closing valid process of the normal electric accessory winning port" is called. When the normal game management phase is "06H", the module for executing the "end wait process of the normal electric accessory winning port" is called.
[0525] FIG. 49 is a flowchart for explaining 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 the above step S700-1.
[0528] (Step S700-5) The main CPU 300a calls the normal game control module selected in the above step S700-3 and starts processing.
[0529] (Step S700-7) The main CPU 300a loads a normal game timer for managing the control time of the normal game.
[0530] Figure 50 is a flowchart for explaining the normal symbol variation waiting process in the main control board 300 according to the simultaneous rotation reference example. This normal symbol variation 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 hold ball number counter and determines whether the counter value is "0", that is, whether the normal symbol hold is "0". As a result, if it is determined that the counter value is "0", the normal symbol variation waiting process ends, and if it is determined that the counter value is not "0", the process moves to step S710-3.
[0532] (Step S710-3) The main CPU 300a block-transfers the normal symbol holds (winning determination random numbers) stored in the first to fourth storage units of the normal symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, the normal symbol holds stored in the second to fourth storage units are transferred to the first to third storage units. Also, a processing target 0th storage unit is provided in the main RAM 300c, and the normal symbol hold stored in the first storage unit is transferred to the 0th storage unit. In this normal symbol storage area shift process, the counter value of the normal symbol hold ball number counter is decremented by "1", and a normal symbol hold decrement designation command indicating that the normal symbol hold 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 storage unit, selects a winning determination random number determination table corresponding to the current game state, performs a normal symbol lottery, and executes a normal symbol winning determination process for storing the lottery result.
[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 above. In the case of simultaneous rotation reference example, the normal symbol display 168 is composed of one LED lamp, and when it is a win, the normal symbol display 168 is lit, and when it is a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether the normal symbol display 168 will finally be lit or not. For example, when winning a win, "0" is determined as the normal symbol stop symbol number, and when it is 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, 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 step S710-3 above and the normal symbol variation time data table set in step S710-9 above.
[0537] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above in the normal game timer.
[0538] (Step S710-15) The main CPU 300a executes a process of setting a normal symbol display counter in order to start the variable display of the normal symbol on the normal symbol display 168. When, for example, "0" is set as the counter value in this normal symbol display counter, the normal symbol display 168 is controlled to light up, and when "1" is set as the counter value, the normal symbol display 168 is controlled to turn off. Here, a predetermined counter value is set in the normal symbol display counter at the start of the variable display of the normal symbol.
[0539] (Step S710-17) The main CPU 300a sets a normal symbol hold designation command indicating the normal symbol hold count stored in the normal symbol hold memory area in the transmission buffer.
[0540] (Step S710-19) The main CPU 300a sets a normal symbol designation command in the transmission buffer based on the normal symbol stop symbol number determined in step S710-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the normal symbol winning determination process.
[0541] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol variable waiting process.
[0542] FIG. 51 is a flowchart for explaining the process during the normal symbol variation in the main control board 300 according to the simultaneous rotation reference example. This process during the normal symbol variation 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 above is "0". As a result, if the timer value is "0", the process proceeds to step S720-9, and 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 168. Specifically, when the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and when the timer value is "1" or more, 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 current normal symbol variation process ends.
[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 the extinguishing of the normal symbol display 168, it is updated to a counter value indicating lighting, and if the counter value is a counter value indicating the lighting of the normal symbol display 168, it is updated to a counter value indicating extinguishing, and the current normal symbol variation process ends. As a result, the normal symbol display 168 repeatedly lights and extinguishes (flashes) at predetermined 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 controlled to light or extinguish, and the result of the normal symbol lottery is notified.
[0548] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time to stop displaying the normal symbol, in the normal game timer.
[0549] (Step S720-13) The main CPU 300a sets a normal symbol stop designation command indicating 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 process during the normal symbol variation.
[0551] Figure 52 is a flowchart for 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 not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the normal symbol stop symbol display process ends, and if it is determined that the timer value of the normal game timer is "0", the process moves to step S730-3.
[0553] (Step S730-3) The main CPU 300a checks the result of the normal symbol lottery.
[0554] (Step S730-5) The main CPU 300a determines whether the result of the normal symbol lottery is a win. As a result, if it is determined that it is a win, the process moves to step S730-9, and if it is determined that it is not a win (a loss), the process moves 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. As a result, the normal game management process based on the hold of the normal symbol ends, and if a normal symbol hold is stored, processing for starting the variable display of the normal symbol based on the next hold is 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 the release of the normal power supply as the timer value in the normal game timer.
[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. As a result, the opening / closing control of the first variable start port 120B is started.
[0558] FIG. 53 is a flowchart for explaining the process before opening the normal electric accessory winning port in the main control board 300 according to the simultaneous rotation reference example. This process before opening the normal electric accessory winning port 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 not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the process before opening the normal electric accessory winning port ends, 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 the opening / closing switching process of the normal electric accessory winning port. This opening / closing switching process of the normal electric accessory winning port will be described later.
[0561] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the pre-processing for opening the winning opening of the normal electric accessory device.
[0562] FIG. 54 is a flowchart for explaining the opening / closing switching process of the winning opening of the normal electric accessory device on the main control board 300 according to the simultaneous rotation reference example.
[0563] (Step S741-1) The main CPU 300a determines whether the counter value of the normal electric accessory device opening / closing switching counter is the upper limit value of the normal electric accessory device opening / closing switching times (the number of opening / closing times of the movable piece 120b of the first variable start opening 120B during one opening / closing control). As a result, if it is determined that the counter value is the upper limit value, the opening / closing switching process of the winning opening of the normal electric accessory device is ended, and if it is determined 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 (energization control data or energization stop control data) for energization control of the normal electric accessory device solenoid 120c, and timer data that is the energization time (solenoid energization time) or energization stop time (normal closing effective time = rest time) of the normal electric accessory device solenoid 120c based on the counter value of the normal electric accessory device opening / closing switching counter.
[0565] (Step S741-5) The main CPU 300a executes a normal electric accessory device solenoid energization control process for starting or stopping the energization of the normal electric accessory device solenoid 120c based on the solenoid control data extracted in step S741-3 above. By executing this normal electric accessory device solenoid energization control process, in steps S400-23 and S400-25 above, the energization start or energization stop of the normal electric accessory device solenoid 120c is controlled.
[0566] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S741-3 to the normal game timer. Note that the timer value saved to the normal game timer here is the maximum opening time for one time of the first variable start port 120B.
[0567] (Step S741-9) The main CPU 300a determines whether it is the energization start state of the normal electric accessory solenoid 120c, that is, whether the control process of starting the energization of the normal electric accessory solenoid 120c was performed in the above step S741-5. As a result, if it is determined that it is the energization start state, the process proceeds to step S741-11, and if it is determined that it is not the energization start state, the normal electric accessory winning port opening / closing switching process ends.
[0568] (Step S741-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching times counter to the value obtained by adding "1" to the current counter value.
[0569] FIG. 55 is a flowchart for explaining the normal electric accessory winning port opening control process in the main control board 300 according to the simultaneous rotation reference example. This normal electric accessory winning port 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 the above step S741-7 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the process proceeds to step S750-5, and 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 times. As a result, 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 step S750-3 above, if it is determined that the counter value of the normal electric accessory opening / closing switching counter is not the upper limit value of the normal electric accessory opening / closing switching times, the main CPU 300a executes the process of step S741.
[0573] (Step S750-5) The main CPU 300a determines whether the counter value of the normal electric accessory winning ball counter updated in step S530-9 has reached the specified number, that is, whether the same number of game balls as the maximum number of winning balls possible during one opening / closing control have entered the first variable start port 120B. As a result, if it is determined that the specified number has not been reached, the normal electric accessory winning port opening control process ends, 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 executes the normal electric accessory closing process necessary to stop the energization of the normal electric accessory solenoid 120c and close the first variable start port 120B. As a result, the first variable start port 120B becomes the closed state.
[0575] (Step S750-9) The main CPU 300a saves the normal power effective state time to 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 port opening control process.
[0577] FIG. 56 is a flowchart for explaining the normal electric accessory winning port closing valid process in the main control board 300 according to the simultaneous rotation reference example. This normal electric accessory winning port closing valid 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 above is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the normal electric accessory winning port closing valid process is terminated. 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 general electric 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 terminates the normal electric accessory winning port closing valid process.
[0581] FIG. 57 is a flowchart for explaining the normal electric accessory winning port end wait process in the main control board 300 according to the simultaneous rotation reference example. This normal electric accessory winning port end wait process 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 above is not "0". As a result, 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. 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 wait process for the normal electric accessory winning port. As a result, if a normal drawing reservation is stored, the variable display of the normal symbol will resume. Next, as a production reference example, specific productions that can be executed in the above-described first type of gaming machine, the first and second type of gaming machine, and the simultaneous rotation machine, and specific processes related to the production will be described.
[0584] <Production reference example> FIG. 58 is a diagram for explaining an example of a variable production of a non-reach variable pattern according to the production reference example. As described above, when a big winning lottery is performed on the main control board 300, during the variable display of the special symbol, that is, over the variable time of the special symbol, a variable production for notifying the result of the big winning lottery is executed. In this variable production, various background images are displayed on the main production display unit 200a, and production symbols 210a, 210b, and 210c are displayed superimposed on this background image. Note that during the variable production, along with the image displayed on the main production display unit 200a, a sound is output from the sound output device 206, the production lighting device 204 is controlled to light up, and the production accessory device 202 is controlled to move, but detailed explanations are omitted here.
[0585] The variable production according to the production reference example is roughly classified into a non-reach variable pattern and a reach variable pattern. In the variable production of the non-reach variable pattern, a background image (not shown) is displayed on the main production display unit 200a, and production symbols 210a, 210b, and 210c are variably displayed superimposed on this background image. For example, as shown in FIG. 58(a), it is assumed that the production symbols 210a, 210b, and 210c are stopped and displayed in a combination indicating that the result of the big winning lottery is a miss. In this state, when a new variable display of the special symbol is performed, along with the start of the variable display of the special symbol, as shown in FIG. 58(b), the three production symbols 210a, 210b, and 210c start variable display (scroll display). Note that the downward white arrows in the figure indicate that the production symbols 210a, 210b, and 210c are being scrolled and displayed in the height direction.
[0586] Then, as shown in FIG. 58(c), first, the effect symbol 210a stops being displayed, and then, as shown in FIG. 58(d), a different effect symbol 210c from the effect symbol 210a stops being displayed. Then, when the variable display of the special symbol ends and the special symbol stops being displayed on the first special symbol display 160 or the second special symbol display 162, at substantially the same timing, as shown in FIG. 58(e), the effect symbol 210b stops being displayed. The result of the big role lottery is notified to the player according to the final stop display modes of the three effect symbols 210a, 210b, and 210c at this time.
[0587] FIG. 59 is a diagram for explaining an example of the variable effect of the normal reach variable pattern according to the effect reference example. In the effect reference example, the reach variable pattern is roughly classified into a normal reach variable pattern, an advanced reach variable pattern, and a pseudo continuous reach variable pattern. The variable effect of the normal reach variable pattern is the same as the variable effect of the reachless variable pattern. Along with the start of the variable display of the special symbol, the variable displays of the effect symbols 210a, 210b, and 210c are started. As shown in FIG. 59(a), first, the effect symbol 210a stops being displayed. Then, as shown in FIG. 59(b), the same effect symbol 210c as the effect symbol 210a stops being displayed.
[0588] In this way, when the main effect display unit 200a is displayed in a reach mode in which the same effect symbols 210a and 210c stop being displayed, as shown in FIG. 59(c), in the main effect display unit 200a, "REACH" is displayed superimposed on the effect symbols 210a and 210c. Note that multiple types of reach modes are provided, and the same effect symbols 210a and 210c with any one of the numbers "1" to "9" written on them stop being displayed. Then, as shown in FIG. 59(d), the shapes of the effect symbols 210a and 210c are variably displayed differently from before the reach mode. And finally, as shown in FIG. 59(e), an effect symbol 210b different from the effect symbols 210a and 210c stops being displayed, and the player is notified that the result of the big role lottery is a miss.
[0589] FIG. 60 is a diagram for explaining an example of the variation effect of the development reach variation pattern at the time of a loss according to the effect reference example, and FIG. 61 is a diagram for explaining an example of the variation effect of the development reach variation pattern at the time of a big win according to the effect reference example. As shown in FIGS. 60(a) to (d) and FIGS. 61(a) to (d), the variation effect of the development reach variation pattern is the same as the variation effect of the normal reach variation pattern. In the main effect display unit 200a, the effect symbols 210a and 210c are displayed in the reach mode, and then a reach development effect in which a predetermined development image (video) is reproduced and displayed is executed. In this reach development effect, for example, as shown in FIGS. 60(e) and 61(e), a mission is displayed on the main effect display unit 200a, and as shown in FIGS. 60(f), (g) and FIGS. 61(f), (g), images for achieving the mission are displayed.
[0590] Here, the development images for the reach development effect are roughly classified into a loss pattern and a big win pattern. In the development image of the loss pattern, as shown in FIG. 60(h), an image indicating the failure of the mission is finally displayed, 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 of the big win pattern, as shown in FIG. 61(h), an image indicating the success of the mission is finally displayed, 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 big win.
[0591] Note that the reach development performance includes, for example, as described above, a mission performance in which a development image of the content challenging the mission is displayed, and a battle performance in which a development image of an ally character and an enemy character fighting against each other is displayed. The mission performance is provided with a plurality of execution patterns that differ in the content of the mission, and the battle performance is provided with a plurality of execution patterns that differ in the characters appearing and the fighting methods. Also, as described above, the execution patterns of the mission performance are roughly classified into a jackpot pattern for achieving the mission and a losing pattern for failing the mission, and similarly, the execution patterns of the battle performance are roughly classified into a jackpot pattern in which the ally character wins against the enemy character and a losing pattern in which the ally character loses against the enemy character.
[0592] The jackpot pattern and the losing pattern are composed of the same content until the end of the performance, and differ in whether the ally character finally wins or loses, or whether the mission is achieved or not. Therefore, during the reach development performance, until the end of the variable performance, the player cannot identify the result of the big role lottery, and the player will be given an expectation of winning the jackpot.
[0593] Note that the jackpot pattern is selected only when the result of the big role lottery is a jackpot, and the losing pattern is selected only when the result of the big role lottery is a loss. However, in one variable performance, the reach development performance may be executed twice. In this case, the first reach development performance is executed in the losing pattern, and the second reach development performance is executed in the losing pattern or the jackpot pattern. The following describes the flow of the performance when the reach development performance is executed twice in one variable performance.
[0594] FIG. 62 is a diagram for explaining an example of a variation effect when the reach development effect according to the effect reference example is executed twice. For example, after the effect symbols 210a and 210c are displayed in the reach mode, assume that a mission effect is executed as shown in FIGS. 62(a) and (b). So far, there is no difference from the case where the reach development effect is executed only once in one variation effect. However, immediately after it is notified that the mission could not be achieved, as shown in FIG. 62(c), "REACH UP" is displayed on the main effect display unit 200a.
[0595] Thereafter, as shown in FIG. 62(d), a development image for a battle effect is displayed on the main effect display unit 200a, and the second reach development effect is started. This development image for the battle effect shows a content where a friendly character and an enemy character fight. When a big win is selected, as shown in FIG. 62(e), finally the friendly character wins against the enemy character, and as shown in FIG. 62(f), the effect symbols 210a, 210b, and 210c stop displaying in a combination that notifies a big win. On the other hand, when losing, as shown in FIG. 62(g), finally the friendly character loses to the enemy character, and as shown in FIG. 62(h), the effect symbols 210a, 210b, and 210c stop displaying in a combination that notifies a loss.
[0596] FIG. 63 is a diagram for explaining an example of a variation effect of a pseudo-continuous reach variation pattern according to the effect reference example. In the variation effect of the pseudo-continuous reach variation pattern, as shown in FIG. 63(a), when the variation display of the effect symbols 210a, 210b, and 210c is started, as shown in FIG. 63(b), the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in any one of a plurality of types of pseudo-modes provided in advance. This pseudo-mode is, for example, a mode in which the same effect symbols 210a and 210b and the effect symbol 210c with a number "2" larger than these effect symbols 210a and 210b are temporarily stopped and displayed.
[0597] When the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in a pseudo mode, as shown in FIG. 63(c), the variable display of the effect symbols 210a, 210b, and 210c resumes. That is to say, the pseudo mode can be said to indicate the re-variable display of the effect symbols 210a, 210b, and 210c. Thereafter, as shown in FIG. 63(d), the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed again in the pseudo mode.
[0598] Then, as shown in FIG. 63(e), when the variable display of the effect symbols 210a, 210b, and 210c resumes, as shown in FIG. 63(f), the effect symbols 210a and 210c are displayed in a reach mode. Thereafter, as shown in FIGS. 63(g) to (i), a reach development effect similar to the development reach variable pattern is executed, and the result of the big winning lottery is notified to the player.
[0599] In this way, in the variable effect of the pseudo continuous reach variable pattern, the content until the effect symbols 210a and 210c become the reach mode is different from the variable effect of the development reach variable pattern. After becoming the reach mode, the variable effect proceeds in the same manner as the development reach variable pattern.
[0600] In the pseudo continuous reach variable pattern, a plurality of variable display patterns of the effect symbols 210a, 210b, and 210c are provided until they become the reach mode. For each variable display pattern, the number of times of temporary stop display of the effect symbols 210a, 210b, and 210c, in other words, the number of times of variable display of the effect symbols 210a, 210b, and 210c is different. This variable display pattern is determined by a variable mode command, and the selection ratio of the variable mode command at the time of a big win and at the time of a loss is set so that the possibility of finally notifying a big win (hereinafter referred to as "reliability") increases as the number of times of temporary stop display (variable display) of the effect symbols 210a, 210b, and 210c increases.
[0601] Specifically, when the result of the big role lottery is a big win, the selection ratio of the variable display mode command with a large number of variable display times is set higher than the selection ratio of the variable display mode command with a small number of variable display times. When the result of the big role lottery is a loss, the selection ratio of the variable display mode command with a small number of variable display times is set higher than the selection ratio of the variable display mode command with a large number of variable display times.
[0602] Also, in the main control board 300, the reliability of the pseudo - continuous reach variation pattern is set to be higher than the reliability of the developed reach variation pattern. Therefore, the reliability is suggested by the number of temporary stop displays (variable displays) of the effect symbols 210a, 210b, and 210c. The player will watch the progress of the effect while expecting that the effect symbols 210a, 210b, and 210c will be more frequently temporarily stopped (variably displayed).
[0603] The execution pattern of the above - mentioned variable effect is determined and executed under control in the sub - control board 330 based on the variable pattern command determined by the main control board 300. That is to say, it can be said that the execution pattern of the variable effect is determined through the cooperation of the main control board 300 and the sub - control board 330.
[0604] FIG. 64 is a diagram for explaining a variable effect determination table according to an effect reference example. 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 the major role lottery is performed on the main control board 300, based on the result of the major role lottery, a variable pattern command is determined, and each determined command is transmitted to the sub-control board 330. In the sub-control board 330, when receiving a variable mode command, it obtains a performance random number of 1 from the range of 0 to 249, and refers to the first-half variable effect determination table to determine the execution pattern of the first-half variable effect based on the obtained performance random number and the received variable mode command. Also, when receiving a variable pattern command, it obtains a performance random number of 1 from the range of 0 to 249, and refers to the second-half variable effect determination table to determine the execution pattern of the second-half variable effect based on the obtained performance random number and the received variable pattern command. Note that in FIG. 64, only a part of the first-half variable effect determination table and the second-half variable effect determination table is extracted and shown.
[0605] As shown in FIG. 64, according to the first-half variable effect determination table, a selection ratio for the execution pattern of the first-half variable effect is set for each variable mode number (variable mode command), and according to the second-half variable effect determination table, a selection ratio for the execution pattern of the second-half variable effect is set for each variable pattern number (variable pattern command). Then, by combining and executing the determined execution patterns of the first-half and second-half variable effects, one variable effect is executed.
[0606] For the variation effect of the reachless variation pattern, as the first-half execution pattern, "none", which indicates not executing the first-half variation effect, is determined. As the second-half execution pattern, it is executed when "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" corresponding to the reachless variation pattern is determined. For example, when receiving a variation mode command corresponding to a variation mode number of "01H" that indicates that the first-half variation effect is not executed, in the sub-control board 330, "none" is always determined as the first-half execution pattern. At this time, in the second-half variation effect determination table, the selection ratio is set so that only one of "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" is determined in the variation pattern command that can be received simultaneously. Therefore, by determining "none" as the first-half execution pattern and "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" as the second-half execution pattern, the execution pattern of the variation effect is determined as the above reachless variation pattern.
[0607] On the other hand, for the variation effect of the reach variation pattern, when something other than "none" is determined as the first-half execution pattern and any reach development effect (shown as Developments 1 to 5 in the figure) is determined as the second-half execution pattern, it is executed. In other words, when the variation effect of the reach variation pattern is executed on the main effect display unit 200a, a variation mode command corresponding to a variation mode number other than variation mode number = 01H must be received, and a variation pattern command corresponding to a variation pattern number for which any one of Developments 1 to 5 is determined must be received.
[0608] Here, in FIG. ...
Claims
【Claim 1】 A gaming machine provided with a plurality of gaming states having different game progress conditions, a game board on which a game area is formed, a starting port provided in the game area and including at least a variable starting port, judgment means for performing a winning or losing judgment based on the entry of a game ball into the starting port, variable time determination means for determining a variable time until the result of the winning or losing judgment is finalized, advantageous game execution means for executing an advantageous game advantageous to the player when the variable time has elapsed and the winning judgment result by the winning or losing judgment is finalized, state setting means for setting the game state after the advantageous game, an entry area provided in the game area, lottery means for performing a general drawing lottery based on the entry of a game ball into the entry area, opening / closing control means for executing an auxiliary game in which the variable starting port is opened and closed based on the progress conditions defined in the game state when a winning judgment result is derived by the general drawing lottery, a winning port provided in the game area so as to be openable and closable and openable by a game ball that has entered the variable starting port, payout control means for paying out prize balls based on the entry of a game ball into the winning port, comprising, Among the plurality of the game states, an initial state, a first state in which the progress conditions are defined such that a game ball is more likely to enter the variable starting port than the initial state, and a second state in which the progress conditions are defined such that a game ball is less likely to enter the variable starting port than the first state are included, The game states set after the advantageous game include the first state and the second state, The opening / closing control means, When a winning judgment result is derived by the general drawing lottery in the first state, as the auxiliary game, it is possible to execute a specific auxiliary game in which the variable starting port is opened and closed a plurality of times, The variable time determination means, When determining the variable time during the specific auxiliary game, it is possible to determine a variable time longer than the time from the start to the end of the specific auxiliary game, A gaming machine characterized by the above.
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