Pachinko machine
The gaming machine addresses the loss of engagement by using a game board and effect execution unit to ensure continued winning opportunities and varied effects, preventing a decrease in production effect.
Patent Information
- Application Number
- JP2023046580
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-23
- Publication Date
- 2025-07-23
- Estimated Expiration
- 2043-03-23
AI Technical Summary
Gaming machines may cause a sense of loss and reduce production effect when the game is stopped due to reaching the upper limit of acquired balls, leading to a decrease in player engagement.
A gaming machine with a game board, launching device, determination unit, game execution unit, counting unit, and effect execution unit that executes effects based on game ball counts and winning results, including setting game states to guarantee specific winning results and varying effects based on count values.
Suppresses the decrease in production effect by maintaining player engagement through varied effects and guaranteed winning opportunities, enhancing the gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there is known a gaming machine in which hold information is acquired and stored on the condition that a game ball enters a start port, and when the start condition is satisfied, a symbol is determined based on the hold information. In such a gaming machine, the symbol includes a jackpot symbol, and when the jackpot symbol is determined, a big winning game is executed. In the big winning game, a large winning port provided in the game area is opened, and prize balls are paid out to the player based on the game ball entering the large winning port.
[0003] Further, Patent Document 1 discloses that when the number of acquired balls obtained by the player reaches the upper limit number, the game on the gaming machine is stopped.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In the gaming machine as described above, when the game is stopped, the player may feel a sense of loss, and there is a possibility that the production effect may be reduced.
[0006] An object of the present invention is to provide a gaming machine capable of suppressing a reduction in the production effect.
Means for Solving the Problems
[0007] In order to solve the above problems, a gaming machine according to the present invention includes a game board in which a game area through which game balls flow down is formed, a launching device that launches game balls into the game area, a determination unit that derives any determination result including a winning result that gives a predetermined gaming benefit to a player and a losing result that does not give a gaming benefit when a starting condition is satisfied, a predetermined game execution unit that executes a predetermined game in which a big winning opening is opened based on the winning result being derived, a winning opening including the big winning opening provided in the game area, a payout unit that pays out game balls to the player based on the game balls entering the winning opening, a counting unit that counts a count value based on at least the game balls launched into the game area and the game balls paid out to the player, a game stop unit that stops the game based on the count value reaching a predetermined value, and an effect execution unit that executes an effect. The effect execution unit can execute a first effect when a first winning result is derived as the determination result when the count value is less than a specific value that is less than the predetermined value, can execute a second effect when a second winning result is derived as the determination result when the count value is less than the specific value, and can execute the second effect when the first winning result and the second winning result are derived as the determination result when the count value is greater than or equal to the specific value. and the difference between the predetermined value and the specific value is set to be equal to or greater than the total number of game balls that a player can obtain in the two predetermined games 。
[0008] Further, it includes a game state setting unit that sets any game state including at least a specific game state in which a game progress condition is defined such that it is substantially guaranteed that a determination result of a specific winning result is derived on the condition that the game is continuing normally. The game state setting unit can set the specific game state based on at least the first winning result being derived as the determination result. The difference between the predetermined value and the specific value may be set to be equal to or greater than the total value of the number of game balls that the player can obtain in the predetermined game executed based on the first winning result being derived and the number of game balls that the player can obtain in the predetermined game executed based on the specific winning result being derived in the specific game state.
Advantages of the Invention
[0009] According to the present invention, it is possible to suppress a decrease in the production effect.
Brief Description of the Drawings
[0010]
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Mode for Carrying Out the Invention
[0011] Hereinafter, with reference to the accompanying drawings, preferred embodiments of the present invention will be described in detail. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same functions and configurations are denoted by the same reference numerals to omit redundant descriptions, and elements not directly related to the present invention are not shown.
[0012] To facilitate the understanding of the embodiments of the present invention, first, the mechanical configuration and electrical configuration of the gaming machine will be briefly described, and then the specific processing on each substrate will be described.
[0013] FIG. 1 is a perspective view of the gaming machine 100, showing a state where the door is open. As shown in the figure, the gaming machine 100 includes an outer frame 102 in which an enclosed space is formed by four sides assembled 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.
[0014] Similar to the outer frame 102, the middle frame 104 has an enclosed space formed by four sides assembled in a substantially rectangular shape, and a 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 is visible through the transparent plate 110 from the front side of the gaming machine 100.
[0015] Figure 2 is a front view of the gaming machine 100. As shown in this figure, an operation handle 112 that protrudes toward 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.
[0016] 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 are provided on the game board 108, and the game ball guided to the game area 116 collides with the pins and windmills so as to flow down and roll in irregular directions.
[0017] The game area 116 includes a first game area 116a and a second game area 116b in which the degree of entry of the game ball varies according to the firing intensity of the firing mechanism. The first game area 116a is located on the left side of the game area 116 as viewed from the player facing the gaming machine 100, and the second game area 116b is located on the right side of the game 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 game area 116, the game ball fired with a firing intensity less than a predetermined intensity by the firing mechanism enters the first game area 116a, and the game ball fired with a firing intensity equal to or greater than the predetermined intensity enters the second game area 116b.
[0018] In addition, in the game area 116, a general winning opening 118, a first start opening 120, and a second start opening 122 into which game balls can enter are provided. When game balls enter these general winning opening 118, first start opening 120, and second start opening 122, predetermined prize balls are paid out to the player. Note that the number of prize balls may be any number as long as it is 1 or more, and the number of prize balls paid out at each of the general winning opening 118, first start opening 120, and second start opening 122 may be different, or they may be set to the same number of prize balls. At this time, it is also possible to set the number of prize balls paid out when a game ball enters the first start opening 120 to be less than the number of prize balls paid out when a game ball enters the second start opening 122.
[0019] Note that, as will be described in detail later, a first start area is provided inside the first start opening 120, and a second start area is provided inside the second start opening 122. Then, 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 any one of a plurality of special symbols provided in advance. Various game benefits such as whether a big winning game or a small winning game advantageous to the player can be executed and what kind of game state the subsequent game state will be are associated with each special symbol. Therefore, when a game ball enters the first start opening 120 or the second start opening 122, the player will obtain the right to receive various game benefits while obtaining predetermined prize balls.
[0020] The first start opening 120 is at the lower part of the game area 116, and only the game balls flowing down in the first game area 116a can enter, or the game balls that have entered the first game area 116a are arranged at a position where they are more likely to enter than the game balls that have entered the second game area 116b.
[0021] In addition, the second starting port 122 is located in the second game area 116b, and only the game balls flowing down in the second game area 116b can enter, or the game balls that have entered the second game area 116b are arranged at a position where they are more likely to enter than the game balls that have entered the first game area 116a. This second starting port 122 is constituted by a variable starting port (starting variable winning device) having a movable piece 122b, and the easiness of entry of game balls into the second starting port 122 is variable. Specifically, the movable piece 122b is provided in the second starting port 122 so as to be openable and closable, and when the movable piece 122b is in the closed state, it is impossible or difficult for game balls to enter the second starting port 122.
[0022] On the other hand, when a game ball passes through the gate 124 provided in the second game area 116b, it is determined whether or not an auxiliary game in which the second starting port 122 is opened is to be executed. When it is determined that the auxiliary game is to be executed, an auxiliary game in which the opening and closing of the second starting port 122 is controlled is executed. More specifically, on the condition that a game ball has passed through the gate 124, a lottery of ordinary symbols described later is conducted. When winning in this lottery, the movable piece 122b is controlled to be in the open state for a predetermined time. In this way, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray for guiding game balls to the second starting port 122, and it becomes easy for game balls to enter the second starting port 122.
[0023] Furthermore, a first large winning port 126 and a second large winning port 128 are provided at the lower part of the game area 116. The first large winning port 126 and the second large winning port 128 are arranged at positions where at least the game balls flowing down in the second game area 116b can enter. An opening and closing door 126b is provided in the first large winning port 126 so as to be openable and closable. Usually, the opening and closing door 126b closes the first large winning port 126, and it is impossible for game balls to enter the first large winning port 126. On the other hand, when the above-described big role game is executed, the opening and closing door 126b is opened, and the opening and closing door 126b functions as a tray, and it becomes possible for game balls to enter the first large winning port 126. Then, when a game ball enters the first large winning port 126, a predetermined number of prize balls are paid out to the player.
[0024] In addition, a movable piece 128b is provided in the second largest winning opening 128 so as to be openable and closable. Normally, the movable piece 128b closes the second largest winning opening 128, making it impossible for game balls to enter the second largest winning opening 128. On the other hand, when the above-mentioned small hit game is executed, the movable piece 128b is released and the movable piece 128b functions as a tray, making it possible for game balls to enter the second largest winning opening 128. Then, when a game ball enters the second largest winning opening 128, a predetermined number of prize balls are paid out to the player. Note that the first largest winning opening 126 and the second largest winning opening 128 are collectively simply referred to as the large winning opening.
[0025] FIG. 3 is a diagram for explaining the second largest winning opening 128. In the second game area 116b, a structure 129 protruding from the front side of the game board 108 is provided. An opening is formed in the upper part of this structure 129, and this opening serves as the second largest winning opening 128. A movable piece 128b is provided in the upper part of the structure 129. Normally, as shown in FIG. 3(a), the movable piece 128b is maintained in a closed state that closes the second largest winning opening 128.
[0026] The movable piece 128b protrudes into the game area 116 where the game balls roll and flow down so as to face above the gaming machine 100. Therefore, when the movable piece 128b is maintained in the closed state, the game balls flowing down in the game area 116 (the second game area 116b) will fall onto the movable piece 128b. Here, the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, 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.
[0027] When the small hit game described below is executed, the movable piece 128b transitions to an open state where it opens the second large winning opening 128. Here, as shown in FIGS. 3(a) and 3(b), the movable piece 128b protrudes and retracts in the front-rear direction (front-back direction) of the gaming machine 100 from a hole formed in the game board 108 by an actuator (solenoid) (not shown). Normally, the actuator is maintained in a non-energized state, and the movable piece 128b is held at a position protruding from the hole of the game board 108 to the front side, closing the second large winning opening 128. When the actuator is energized, as shown in FIG. 3(b), the movable piece 128b is held at a position retracted from the hole of the game board 108 to the back side, and the second large winning opening 128 is opened. In this way, when the second large winning opening 128 is opened, the game ball enters the second large winning opening 128.
[0028] And inside the second large winning opening 128, a guiding path 128d is provided, and the second large winning opening 128 is inclined so that the game ball that has entered the second large winning opening 128 is guided to the guiding path 128d. The guiding path 128d is provided with a specific area 140b and a non-specific area 140c each formed by a hole through which the game ball can pass, and the game ball that has entered the second large winning opening 128 is configured to pass through either the specific area 140b or the non-specific area 140c and be discharged to the back side of the game board 108.
[0029] And, the second large winning opening 128 is provided with a movable member 142 that opens and closes the specific area 140b and the non-specific area 140c. This movable member 142 is switched between a state that enables a game ball to enter the specific area 140b and a state that disables the game ball from entering the specific area 140b by its movement (slide). More specifically, when the movable member 142 is displaced to the position shown in FIG. 3(c), the non-specific area 140c is blocked by the movable member 142, and the game ball can pass through the specific area 140b. On the other hand, when the movable member 142 is displaced to the position shown in FIG. 3(d), the specific area 140b is blocked by the movable member 142, and the game ball can pass through the non-specific area 140c. Although details will be described later, when a game ball enters the specific area 140b during a small hit game, it becomes a big hit (two types of big hits), and the above-described big role game is started.
[0030] Returning to FIG. 2, at the lowermost part of the game area 116, there is provided a discharge port 130 that discharges game balls that have not entered any of the general winning opening 118, the first start opening 120, the second start opening 122, the first large winning opening 126, and the second large winning opening 128 from the game area 116 to the back side of the game board 108.
[0031] And, the gaming machine 100 is provided with an effect display device 200 composed of a liquid crystal display device, an effect prop 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 button 208 that receives operations from players as effect devices that perform effects during the progress of the game.
[0032] The performance display device 200 includes a main performance display unit 200a and a sub-performance display unit 201a that are each composed of an image display unit for displaying images. The main performance display unit 200a is disposed at a substantially central portion of the game board 108 so as to be visible from the front side of the gaming machine 100. On this main performance display unit 200a, performance symbols 210a, 210b, 210c such as the illustrated "7", "7", "7" are variably displayed, and a variable performance is executed in which the big winning lottery result is notified to the player according to the stop display state of each of these performance symbols 210a, 210b, 210c. Further, the sub-performance display unit 201a is provided above the main performance display unit 200a, and auxiliary performance images (symbols) are displayed during the variable performance.
[0033] The performance accessory device 202 is disposed in front of the main performance display unit 200a and is normally retracted to the back side of the game board 108, but moves to the front of the main performance display unit 200a during the variable display of the above-described performance symbols 210a, 210b, 210c, etc., to give the player a sense of expectation of a big win.
[0034] The performance lighting device 204 is provided on the performance accessory 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.
[0035] 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.
[0036] The performance button 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 at a position below the transparent plate 110. This performance button 208 is enabled according to the image etc. displayed on the main performance display unit 200a, and when it receives the operation of the player within the operation enable time, various performances are executed according to the operation.
[0037] Note that 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, a ball discharge hole (not shown) for discharging gaming balls from the lower tray 134 is formed in the bottom surface of the lower tray 134. This ball discharge hole is normally closed by a closing plate (not shown), but by pushing in the ball discharge knob 134a, the closing plate slides integrally with the ball discharge knob 134a, and it becomes possible to discharge the gaming balls from the ball discharge hole below the lower tray 134.
[0038] 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 hit notification display 172 are provided. These displays 160 to 172 are devices for displaying various situations related to the game, and the details thereof will be described later.
[0039] (Internal Configuration of Control Means) FIG. 4 is a block diagram showing the internal configuration of control means for controlling the progress of the game.
[0040] 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. Further, an RTC 300d for measuring the current time is provided on the main control board 300. The main CPU 300a reads out the program stored in the main ROM 300b based on the input signals from the respective detection switches and timers, 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.
[0041] The gaming machine 100 is roughly classified into a special game started mainly by the entry of game balls into the first start port 120 or the second start port 122, and a normal game started when a game ball passes through the gate 124. Various programs for advancing the special game and the normal game, as well as various data and tables necessary for various games, are stored in the main ROM 300b of the main control board 300.
[0042] Connected to the main control board 300 are a general winning port detection switch 118s for detecting the entry of a game ball into the general winning port 118, a first start port detection switch 120s for detecting the entry of a game ball into the first start port 120, 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 first big winning port detection switch 126s for detecting the entry of a game ball into the first big winning port 126, a second big winning port detection switch 128s for detecting the entry of a game ball into the second big winning port 128, a specific area detection switch 140s for detecting the entry of a game ball into the specific area 140b, and an out ball detection switch 130s for detecting a game ball discharged from the game area 116. Detection signals are input from these respective detection switches to the main control board 300.
[0043] A combined flow path is provided on the back surface of the game board 108. The game balls that have entered the general winning port 118, the first start port 120, the second start port 122, the first big winning port 126, and the second big winning port 128 respectively, and the game balls led to the back side from the discharge port 130 merge in the combined flow path and are configured to be led to the facilities of the game hall. The out ball detection switch 130s is provided in the combined flow path, and all the game balls discharged from the game area 116, in other words, all the game balls launched into the game area 116, are detected by the out ball detection switch 130s.
[0044] In addition, on the main control board 300, there are connected a general-purpose electric device solenoid 122c that actuates the movable piece 122b of the second start port 122, a first big winning port solenoid 126c that actuates the opening / closing door 126b for opening and closing the first big winning port 126, a second big winning port solenoid 128c that actuates the movable piece 128b for opening and closing the second big winning port 128, and a movable member drive solenoid 142c that moves the movable member 142 provided in the second big winning port 128. The main control board 300 controls the opening and closing of the second start port 122, the first big winning port 126, the second big winning port 128, and the specific area 140b.
[0045] Furthermore, on the main control board 300, there are connected 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. The main control board 300 controls the display of each of these displays.
[0046] Also, in the gaming machine 100, there are provided a plurality of abnormality detection sensors 174 such as a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and a door opening sensor that detects the open state of the middle frame 104 and the front frame 106, which detect the possibility of abnormality or fraud. An abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0047] Furthermore, on the back surface of the game board 108, a setting change switch 180s is provided. The setting change switch 180s is configured to be accessible by a dedicated key. An operation for changing and confirming the set value is possible on the condition that the setting change switch 180s is on. Although it will be described in detail later, in the gaming machine 100, any 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.
[0048] Further, on the back surface of the game board 108, a RAM clear button is provided so that it can be pressed, and the pressing operation of this RAM clear button is detected by the RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. When a RAM clear operation signal is input from the RAM clear switch 182s at power-on, the main CPU 300a clears the main RAM 300c.
[0049] Also, a performance display monitor 184 is provided on the back surface of the game board 108. The main control board 300 displays registered setting values and base ratios on the performance display monitor 184.
[0050] Also, a payout control board 310 and a sub-control board 330 are connected to the main control board 300.
[0051] The payout control board 310 performs control for firing game balls and control for paying out bonus balls. This payout control board 310 includes a payout CPU 310a, a payout ROM 310b, and a payout RAM 310c, and is connected to the main control board 300 so as to be communicable bidirectionally. A game information output terminal board 312 is connected to this payout control board 310, and various information during the progress of the game output from the main control board 300 is 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.
[0052] Also, a payout motor 314 for paying out the game balls stored in the storage section to the player as bonus balls is connected to the payout control board 310. The payout control board 310 controls the payout motor 314 based on the 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 the payout ball count switch 316s, and it is possible to grasp whether the bonus balls to be paid out have been paid out to the player.
[0053] In addition, a tray full detection switch 318s for detecting the full state of the lower tray 134 is connected to the payout control board 310. This tray full detection switch 318s is provided in the passage that guides the game balls paid out as prize balls to the lower tray 134, and each time a game ball passes through the passage, a game ball detection signal is input to the payout control board 310.
[0054] Then, when a predetermined amount or more of game balls are stored in the lower tray 134 and it becomes full, the game balls stay in the passage leading to the lower tray 134, and a game ball detection signal is continuously input from the tray full detection switch 318s to the payout control board 310. When the game ball detection signal is continuously input for a predetermined time, the payout control board 310 determines that the lower tray 134 is in a full state and transmits a tray full command to the main control board 300. On the other hand, after transmitting the tray full command, if the continuous input of the game ball detection signal stops, it is determined that the full state has been released, and a tray full release command is transmitted to the main control board 300.
[0055] In addition, a firing control circuit 320 is connected to the payout control board 310 so as to be capable of two-way communication. When the firing control circuit 320 receives firing control data from the payout control board 310, it permits firing. 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 are connected to the firing control circuit 320. Then, when signals are input from the touch sensor 112s and the operation volume 112a, the firing control circuit 320 controls to energize a firing solenoid 112c provided in the game ball firing device to fire the game ball.
[0056] And a lending device 400 is connected to the payout control board 310. The lending device 400 is a device that lends game balls to the gaming machine 100, and a player can insert paper money. Further, the lending device 400 can accommodate a storage medium such as a card, and when paper money is inserted, amount information is recorded on the storage medium. The lending device 400 is provided with a lending button and a return button, and the operation of the lending button is detected by the lending button detection switch 402s, and the operation of the return button is detected by the return button detection switch 404s.
[0057] When the operation of the lending button is detected by the lending button detection switch 402s, game balls are paid out to the upper tray 132 of the gaming machine 100 within the range of the amount information recorded on the storage medium. Specifically, when the operation of the lending button is detected by the lending button detection switch 402s, a lending signal is input to the payout control board 310. When the lending signal is input, the payout control board 310 drives the payout motor 314. Thereby, game balls are paid out to the upper tray 132. Note that a dedicated motor for lending game balls, which is different from the payout motor 314, may be provided in the gaming machine 100 or the lending device 400, and the dedicated motor may be driven when the lending button is operated.
[0058] Also, when the operation of the return button is detected by the return button detection switch 404s, the storage medium is ejected from the lending device 400. Note that, for example, when a counting device for counting the game balls ejected from the gaming machine 100 is installed, the information counted by the counting device may be recorded on the storage medium. Further, the lending button or the return button may be provided on the gaming machine 100 instead of the lending device 400.
[0059] The sub-control board 330 mainly controls various effects during the game, waiting, etc. This sub-control board 330 is equipped with a sub-CPU 330a, a sub-ROM 330b, a sub-RAM 330c, and an RTC 330d, and is connected to the main control board 300 in a one-way communication manner from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads 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 executes and controls the effects. At this time, the sub-RAM 330c functions as a work area for data during the arithmetic processing of the sub-CPU 330a.
[0060] Specifically, the sub-control board 330 performs image display control to display an image on the main effect display unit 200a. A large number of various image data to be displayed on the main effect display unit 200a are stored in the sub-ROM 330b, and the sub-CPU 330a reads out the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display of the main effect display unit 200a.
[0061] Also, the sub-control board 330 controls the movement of the effect prop device 202, the lighting control of the effect lighting device 204, and performs audio output control to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from an effect button detection switch 208s that detects that the effect button 208 has been pressed, a predetermined effect is executed.
[0062] 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, a backup power supply composed of a capacitor is provided on the power supply board. The RTC 330d provided on the sub-control board 330 receives power supply from this backup power supply and measures the current time.
[0063] Figure 5 is an address map of the memory area used by the main CPU 300a. In Figure 5, the addresses are shown in hexadecimal, and "H" indicates that it is in hexadecimal. As shown in Figure 5, the memory area used by the main CPU 300a includes the memory area (0000H to 2FFFH) assigned to the main ROM 300b and the memory area (F000H to F3FFH) assigned to the main RAM 300c.
[0064] The memory area of the main ROM 300b has a used area (0000H to 1A7AH) for storing programs and data for controlling the progress of the game, and an area other than the used area, which stores programs and data for performing processes for tests defined by the game machine rules and for processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184), i.e., an unused area (2000H to 2BFFH).
[0065] In the used area of the main ROM 300b, there are provided a program area (0000H to 0A89H) for storing programs for controlling the progress of the game, an unused area (0A8AH to 0FFFH), and a data area (1000H to 1A7AH) for storing data other than programs. Note that the used area may not include the unused area (0A8AH to 0FFFH).
[0066] In the unused area of the main ROM 300b, there are provided a program area (2000H to 27FFH) for storing programs for performing processes for tests defined by the game machine rules and for processes for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) for storing data other than these programs.
[0067] In addition to the used area and the unused area, in the memory area of the main ROM 300b, there are also 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 the program is stored.
[0068] The memory area of the main RAM 300c includes a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an area other than the used area, which is an unused area (F210H to F228H) that is temporarily used when a program for performing a test defined by the game machine rules or a program for displaying the performance display monitor 184 is being executed.
[0069] In the used area of the main RAM 300c, there are provided a work area (F000H to F12AH) that is 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) where data is temporarily stored during the execution of the program for controlling the progress of the game. Note that the used area may not include the unused area (F12BH to F1D7H).
[0070] In the unused area of the main RAM 300c, there are provided a work area (F210H to F21FH) that is temporarily used when a program for performing a test defined by the game machine rules or a program for displaying the performance display monitor 184 is being executed, and a stack area (F220H to F228H) where data is temporarily stored during the execution of these programs.
[0071] In addition to the used area and the unused area, in the memory area of the main RAM 300c, there are also an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0072] In this way, in the main ROM 300b and the main RAM 300c, the used area used for controlling the progress of the game and the 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.
[0073] 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 that separates the used area and the unused area, making the boundary between the used area and the unused area clear, 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 programs for processes for performing tests defined by the game machine rules and for controlling the display of the performance display monitor 184 are being executed.
[0074] Note that the unused area provided between the used area and the unused area only needs to be at least 1 byte or more. From the perspective of preventing fraud, 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, from the perspective of preventing fraud, it may be cleared at a predetermined timing.
[0075] Next, the game in the gaming machine 100 will be described in conjunction with the various tables stored in the main ROM 300b.
[0076] As described above, the gaming machine 100 is configured such that two types of games, i.e., special games and normal games, proceed in parallel. In the present embodiment, five types of game states are provided as game states for proceeding with these two games: a non-time-limited game state, a slightly time-limited game state, a first time-limited game state, a second time-limited game state, and a third time-limited game state. At least a part of the progress conditions of the games that are different from each other are defined for these five types of game states, and the game proceeds according to the progress conditions corresponding to the game state being set.
[0077] Details of each game state will be described later. The non-time-limited game state and the slightly time-limited game state are game states in which the movable piece 122b is less likely to be in the open state and it is difficult for game balls to enter the second starting port 122. On the other hand, the first time-limited game state, the second time-limited game state, and the third time-limited game state are game states in which the movable piece 122b is more likely to be in the open state and it is easier for game balls to enter the second starting port 122 than in the non-time-limited game state and the slightly time-limited game state. The initial state of the gaming machine 100 is set to the non-time-limited game state.
[0078] When the player operates the operation handle 112 to launch a game ball into the game area 116 and the game ball flowing down in the game area 116 enters the first starting port 120 or the second starting port 122, a lottery (hereinafter referred to as the "big winning combination lottery") is conducted to determine whether to give a game benefit to the player. In this big winning combination lottery, when winning a small hit, a small hit game is executed in which the first big winning port 126 or the second big winning port 128 is opened and game balls can enter the first big winning port 126 or the second big winning port 128. Hereinafter, the big winning combination lottery method will be described.
[0079] Incidentally, although details will be described later, when a game ball enters the first start port 120 or the second start port 122, various random numbers related to the big winning lottery (small hit determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, variation pattern random number) are acquired, and each of these random numbers is stored in the special figure reservation memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special figure reservation memory area when a game ball enters the first start port 120 will be collectively referred to as special reservation 1, and the various random numbers stored in the special figure reservation memory area when a game ball enters the second start port 122 will be collectively referred to as special reservation 2.
[0080] The special figure reservation memory area of the main RAM 300c includes a first special figure reservation memory area and a second special figure reservation memory area. The first special figure reservation memory area and the second special figure reservation memory area each have four storage parts (first to fourth storage parts). When a game ball enters the first start port 120, special reservation 1 is stored in order from the first storage part of the first special figure reservation memory area. When a game ball enters the second start port 122, special reservation 2 is stored in order from the first storage part of the second special figure reservation memory area.
[0081] For example, when a game ball enters the first start port 120, if there is no reservation stored in any of the first to fourth storage parts of the first special figure reservation memory area, special reservation 1 is stored in the first storage part. Also, for example, when a game ball enters the first start port 120 while special reservation 1 is stored in the first to third storage parts, special reservation 1 is stored in the fourth storage part. Similarly, when a game ball enters the second start port 122, special reservation 2 is stored in the storage part with the smallest number (ordinal number) among the first to fourth storage parts of the second special figure reservation memory area where special reservation 2 is not stored.
[0082] However, the special feature 1 reserved number (X1) and the special feature 2 reserved number (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 start port 120 and four special feature 1 reserves are already stored in the first special figure reserved memory area, no new special feature 1 reserve will be stored due to the entry of the game ball into the first start port 120. Similarly, when a game ball enters the second start port 122 and four special feature 2 reserves are already stored in the second special figure reserved memory area, no new special feature 2 reserve will be stored due to the entry of the game ball into the second start port 122.
[0083] Figure 6 is a diagram for explaining the small hit determination random number determination table for special feature 1. When a game ball enters the first start port 120 or the second start port 122, one small hit determination random number is obtained from within the range of 0 to 65535. Then, according to the reserved type read when starting the big winning combination lottery, the small hit determination random number determination table is selected, and the big winning combination lottery is conducted based on the selected small hit determination random number determination table and the obtained small hit determination random number.
[0084] When starting the big winning combination lottery for the special feature 1 reserve, the small hit determination random number determination table for special feature 1 is referred to. Here, in this embodiment, six levels of setting values with different degrees of advantage are provided, and the small hit determination random number determination table for special feature 1 is provided for each setting value. During the game, the setting value is set to one of the six levels, and the big winning combination lottery is conducted by referring to the small hit determination random number determination table for special feature 1 corresponding to the currently set setting value (the registered setting value stored in the setting value buffer).
[0085] When the set value is set to 1 (registered set value = 1), the major role lottery is performed by referring to the special 1 small win determination random number determination table a shown in Fig. 6(a). According to this special 1 small win determination random number determination table a, when the small win determination random number is 20001 to 20206, it is determined as a small win, and when it is other small win determination random numbers, it is determined as a specific loss. Therefore, the small win probability in this case is about 1 / 318.1, and the specific loss probability is about 1 / 1.0032.
[0086] Also, when the set value is set to 2 (registered set value = 2), the major role lottery is performed by referring to the special 1 small win determination random number determination table b shown in Fig. 6(b). According to this special 1 small win determination random number determination table b, when the small win determination random number is 20001 to 20216, it is determined as a small win, and when it is other small win determination random numbers, it is determined as a specific loss. Therefore, the small win probability in this case is about 1 / 303.4, and the specific loss probability is about 1 / 1.0033.
[0087] Also, when the set value is set to 3 (registered set value = 3), the major role lottery is performed by referring to the special 1 small win determination random number determination table c shown in Fig. 6(c). According to this special 1 small win determination random number determination table c, when the small win determination random number is 20001 to 20226, it is determined as a small win, and when it is other small win determination random numbers, it is determined as a specific loss. Therefore, the small win probability in this case is about 1 / 289.9, and the specific loss probability is about 1 / 1.0035.
[0088] Also, when the set value is set to 4 (registered set value = 4), the major role lottery is performed by referring to the special 1 small win determination random number determination table d shown in Fig. 6(d). According to this special 1 small win determination random number determination table d, when the small win determination random number is 20001 to 20236, it is determined as a small win, and when it is other small win determination random numbers, it is determined as a specific loss. Therefore, the small win probability in this case is about 1 / 277.6, and the specific loss probability is about 1 / 1.0036.
[0089] Also, when the set value is set to 5 (registered set value = 5), a major role lottery is conducted by referring to the special 1 small win determination random number determination table e shown in FIG. 6(e). According to this special 1 small win determination random number determination table e, when the small win determination random number is 20001 to 20246, it is determined as a small win, and when it is other small win determination random numbers, it is determined as a specific loss. Therefore, the small win probability in this case is approximately 1 / 266.4, and the specific loss probability is approximately 1 / 1.0038.
[0090] Also, when the set value is set to 6 (registered set value = 6), a major role lottery is conducted by referring to the special 1 small win determination random number determination table f shown in FIG. 6(f). According to this special 1 small win determination random number determination table f, when the small win determination random number is 20001 to 20256, it is determined as a small win, and when it is other small win determination random numbers, it is determined as a specific loss. Therefore, the small win probability in this case is approximately 1 / 256.0, and the specific loss probability is approximately 1 / 1.0039.
[0091] FIG. 7 is a diagram for explaining the special 2 small win determination random number determination table. When starting a major role lottery for the special 2 reservation, the special 2 small win determination random number determination table is referred to. The special 2 small win determination random number determination table is also provided for each set value, similar to the special 1 small win determination random number determination table.
[0092] When the set value is set to 1 (registered set value = 1), a major role lottery is conducted by referring to the special 2 small win determination random number determination table a shown in FIG. 7(a). According to this special 2 small win determination random number determination table a, when the small win determination random number is 20001 to 20546, it is determined as a small win, and when it is other small win determination random numbers, it is determined as a normal loss. Therefore, the small win probability in this case is approximately 1 / 120.0.
[0093] Also, when the setting value is set to 2 (registered setting value = 2), the major role lottery is conducted by referring to the special 2 small win determination random number judgment table b shown in FIG. 7(b). According to this special 2 small win determination random number judgment table b, when the small win determination random number is between 20001 and 20566, it is determined as a small win, and when it is other small win determination random numbers, it is determined as a normal loss. Therefore, the small win probability in this case is approximately 1 / 111.5.
[0094] Also, when the setting value is set to 3 (registered setting value = 3), the major role lottery is conducted by referring to the special 2 small win determination random number judgment table c shown in FIG. 7(c). According to this special 2 small win determination random number judgment table c, when the small win determination random number is between 20001 and 20586, it is determined as a small win, and when it is other small win determination random numbers, it is determined as a normal loss. Therefore, the small win probability in this case is approximately 1 / 111.8.
[0095] Also, when the setting value is set to 4 (registered setting value = 4), the major role lottery is conducted by referring to the special 2 small win determination random number judgment table d shown in FIG. 7(d). According to this special 2 small win determination random number judgment table d, when the small win determination random number is between 20001 and 20606, it is determined as a small win, and when it is other small win determination random numbers, it is determined as a normal loss. Therefore, the small win probability in this case is approximately 1 / 108.1.
[0096] Also, when the setting value is set to 5 (registered setting value = 5), the major role lottery is conducted by referring to the special 2 small win determination random number judgment table e shown in FIG. 7(e). According to this special 2 small win determination random number judgment table e, when the small win determination random number is between 20001 and 20626, it is determined as a small win, and when it is other small win determination random numbers, it is determined as a normal loss. Therefore, the small win probability in this case is approximately 1 / 104.7.
[0097] Also, when the set value is set to 6 (registered set value = 6), the major role lottery is performed with reference to the special 2 small hit determination random number determination table f shown in FIG. 7(f). According to this special 2 small hit determination random number determination table f, when the small hit determination random number is 20001 to 20646, it is determined as a small hit, and when it is other small hit determination random numbers, it is determined as a normal miss. Therefore, the small hit probability in this case is about 1 / 101.4.
[0098] As described above, the major role lottery is performed according to the registered set value. In this embodiment, it is assumed that when the registered set value is large, it is easier to win a small hit than when it is small. However, even if the registered set value is different, the winning probability of the small hit may be set not to change.
[0099] Also, it may be possible to win a specific miss by retaining special 2. In this case, the winning probability of the specific miss may be set the same for retaining special 1 and retaining special 2, or the winning probability of retaining special 1 may be set higher than that of retaining special 2, or the winning probability of retaining special 2 may be set higher than that of retaining special 1. Also, the winning probability of the specific miss by retaining special 1 or retaining special 2 may vary depending on the registered set value. In this case, relatively, when the registered set value is high, the winning probability of the specific miss may be set higher or lower than when it is low.
[0100] FIG. 8 is a diagram for explaining the winning symbol random number determination table. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the determination results of "small hit" and "specific miss" are derived by the above major role lottery, the type of the special symbol is determined by the obtained winning symbol random number and the winning symbol random number determination table.
[0101] At this time, when winning the "small hit" by the special 1 hold, as shown in Fig. 8(a), the special 1 winning symbol random number determination table a is selected. Also, when winning the "specific loss" by the special 1 hold, as shown in Fig. 8(b), the special 1 winning symbol random number determination table b is selected. Further, when winning the "small hit" by the special 2 hold, as shown in Fig. 8(c), the special 2 winning symbol random number determination table is selected.
[0102] Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when the determination result of the small hit is obtained, is called the small hit symbol. Also, the special symbol determined by the winning symbol random number when the determination result of the specific loss is obtained is called the specific loss symbol. Further, the special symbol determined when the determination result of the normal loss is obtained is called the normal loss symbol. Note that the specific loss symbol and the normal loss symbol are collectively referred to simply as the loss symbol. Also, the specific loss and the normal loss are collectively referred to simply as the loss.
[0103] According to the special 1 winning symbol random number determination table a shown in Fig. 8(a) and the special 2 winning symbol random number determination table shown in Fig. 8(c), the type of the special symbol (small hit symbol) is determined as shown in the figure according to the value of the obtained winning symbol random number. Also, according to the special 1 winning symbol random number determination table b shown in Fig. 8(b), the type of the special symbol (specific loss symbol) is determined as shown in the figure according to the value of the obtained winning symbol random number.
[0104] On the other hand, when the big role lottery result is "normal loss", when the lottery result is derived by the special 2 hold, the special symbol Y is determined as the loss symbol without conducting the lottery.
[0105] That is, the winning symbol random number determination table is referred to only when the major winning lottery result is "small win" or "specific loss", and is not referred to when the major winning lottery result is "ordinary loss". Here, different small winning symbols are determined in the small winning symbol random number determination table a for Patent 1 and the small winning symbol random number determination table for Patent 2. However, the same small winning symbol may be determined in both tables, or regardless of the hold type, the type of special symbol (small winning symbol) may be determined by referring to one winning symbol random number determination table.
[0106] Here, the selection ratios of the small winning symbols and the specific loss symbols are made common for all setting values, but the selection ratio of the small winning symbols may be made different for each setting value.
[0107] Figure 9 is a diagram for explaining the reach group determination random number determination table. A plurality of these reach group determination random number determination tables are provided, and a preset table is selected according to the hold type, the number of holds, the game state, the variable state associated with the game state, etc. When a game ball enters the first start port 120 or the second start port 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, when the major winning lottery result is derived, a process of determining a variable effect pattern (variable mode number, variable pattern number) for notifying the major winning lottery result is performed. In this embodiment, when the major winning lottery result is "specific loss", in determining the variable effect pattern, first, the group type is determined by the reach group determination random number and the reach group determination random number determination table. The variable state defines which table to refer to for determining the variable effect pattern, and is a concept set separately from the game state.
[0108] For example, when the game state is set to the non-time-limit game state and the big winning combination lottery result of "specific loss" is derived based on the special 1 hold, if the number of holds (hereinafter simply referred to as "the number of holds") at the time of conducting the big winning combination lottery is 0, as shown in Fig. 9(a), the reach group determination random number determination table 1 is selected. Similarly, when the game state is set to the non-time-limit game state and the big winning combination lottery result of "specific loss" is derived based on the special 1 hold, if the number of holds at the time of conducting the big winning combination lottery is 1, as shown in Fig. 9(b), the reach group determination random number determination table 2 is selected, and if the number of holds is 2 to 3, as shown in Fig. 9(c), the reach group determination random number determination table 3 is selected. In Fig. 9, the group x described in the column of group type indicates an arbitrary group number. Therefore, various group numbers are determined as the group type according to the acquired reach group determination random number and the type of the reach group determination random number determination table to be referred to.
[0109] Here, the reach group determination random number determination table referred to when the big winning combination lottery result of "specific loss" is derived based on the special 1 hold in the non-time-limit game state has been described. However, a large number of other reach group determination random number determination tables are also stored in the main ROM 300b.
[0110] When the big winning combination lottery result is "small win", the group type is not determined when determining the variation effect pattern. That is, the reach group determination random number determination table is referred to only when the big winning combination lottery result is "loss", and is not referred to when the big winning combination lottery result is "small win".
[0111] FIG. 10 is a diagram for explaining a reach mode determination random number determination table. This reach mode determination random number determination table is roughly classified into a reach mode determination random number determination table for a loss when the jackpot lottery result is "loss", which is selected when the jackpot lottery result is "loss", and a reach mode determination random number determination table for a small win when the jackpot lottery result is "small win", which is selected when the jackpot lottery result is "small win". Note that the reach mode determination random number determination table for a loss is provided for each group type determined as described above, and the reach mode determination random number determination table for a small win is provided for each hold type.
[0112] In addition, each reach mode determination random number determination table is also provided for each game state and symbol type. Here, an example of a reach mode determination random number determination table for a loss for group x, which is referred to in a predetermined game state and symbol type, is shown in FIG. 10(a), an example of a reach mode determination random number determination table for a small win for special 1 is shown in FIG. 10(b), and an example of a reach mode determination random number determination table for a small win for special 2 is shown in FIG. 10(c).
[0113] When a game ball enters the first start port 120 or the second start port 122, one reach mode determination random number is acquired from within the range of 0 to 250. Then, when the result of the above-mentioned jackpot lottery is "loss", as shown in FIG. 10(a), the reach mode determination random number determination table for a loss corresponding to the group type determined by the lottery of the above-mentioned group type is selected, and based on the selected reach mode determination random number determination table for a loss and the reach mode determination random number, the variable mode number is determined.
[0114] Also, when the result of the above-mentioned jackpot lottery is "small win", as shown in FIGS. 10(b) and (c), the reach mode determination random number determination table for a small win corresponding to the read hold type is selected, and based on the selected reach mode determination random number determination table for a small win and the reach mode determination random number, the variable mode number is determined.
[0115] Also, in each reach mode determination random number determination table, a variation pattern random number determination table (to be described later) is associated with the reach mode determination random number along with the variation mode number. When the variation mode number is determined, the variation pattern random number determination table is determined simultaneously. In FIG. 10, the table x described in the column of the variation pattern random number determination table indicates an arbitrary table number. Therefore, depending on the acquired reach group determination random number and the type of the reach mode determination random number determination table to be referred to, the variation mode number and the table number of the variation pattern random number determination table are determined. Also, in the present embodiment, the variation mode number and the variation pattern number (to be described later) are set in hexadecimal. In the following, when indicating hexadecimal, "H" is appended, but in FIGS. 10 to 12, ○○H described indicates an arbitrary value shown in hexadecimal.
[0116] As described above, when the big winning lottery result is "a miss", first, the group type is determined by the reach group determination random number determination table shown in FIG. 9 and the reach group determination random number. Then, depending on the determined group type and the game state, the variation mode number and the variation pattern random number determination table are determined by the miss-time reach mode determination random number determination table shown in FIG. 10(a) and the reach mode determination random number.
[0117] On the other hand, when the big winning lottery result is "a small win", referring to the small win-time reach mode determination random number determination table shown in FIG. 10 corresponding to the determined small win symbol (type of special symbol), and using the reach mode determination random number, the variation mode number and the variation pattern random number determination table are determined.
[0118] FIG. 11 is a diagram for explaining the variation pattern random number determination table. Here, the variation pattern random number determination table x with a predetermined table number x is shown, but in addition to this, a number of variation pattern random number determination tables are provided for each table number.
[0119] When a game ball enters the first start port 120 or the second start port 122, one variable pattern random number is obtained from within the range of 0 to 238. Then, based on the variable pattern random number determination table determined simultaneously with the above variable mode number and the obtained variable pattern random number, the variable pattern number is determined as shown in the figure.
[0120] In this way, when the big winning lottery is conducted, the variable mode number and the variable pattern number are determined according to the big winning lottery result, the determined symbol type, the game state, the hold count, the hold type, etc. These variable mode numbers and variable pattern numbers identify the variable display patterns, and for each of them, the mode and time of the variable display are associated.
[0121] FIG. 12 is a diagram for explaining the variable time determination table. As described above, when the variable mode number is determined, the variable time 1 is determined according to the variable time 1 determination table shown in FIG. 12(a). According to this variable time 1 determination table, the variable time 1 is associated with each variable mode number, and the corresponding variable time 1 is determined according to the determined variable mode number.
[0122] Also, as described above, when the variable pattern number is determined, the variable time 2 is determined according to the variable time 2 determination table shown in FIG. 12(b). According to this variable time 2 determination table, the variable time 2 is associated with each variable pattern number, and the corresponding variable time 2 is determined according to the determined variable pattern number. The total time of the variable times 1 and 2 determined in this way is the time of the variable display for notifying the big winning lottery result, that is, the variable time.
[0123] When the variable mode number is determined as described above, a variable mode command corresponding to the determined variable mode number is transmitted to the sub-control board 330. When the variable pattern number is determined, 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 mode command, the first half aspect of the variable effect is mainly determined, and based on the received variable pattern command, the second half aspect of the variable effect is mainly determined, the details of which will be described later. Hereinafter, the variable mode number and the variable pattern number may be collectively referred to as variable information, and the variable mode command and the variable pattern command may be collectively referred to as variable commands.
[0124] FIG. 13 is a diagram for explaining a special electric accessory operation ram set table. The special electric accessory operation ram set table stores various data for controlling the minor hit game and the big winning combination game. During the minor hit game and the big winning combination game, with reference to this special electric accessory operation ram set table, the energization control of the first big winning opening solenoid 126c and the second big winning opening solenoid 128c is performed.
[0125] According to the special electric accessory operation ram set table, the opening time (waiting time until the first round game starts), the maximum number of operations of the special electric accessory (the number of round games executed during one minor win game or major combination game), the open large winning openings (the first large winning opening 126 and the second large winning opening 128 opened in each round game), the number of times of switching the opening and closing of the special electric accessory (the number of times of opening the first large winning opening 126 and the second large winning opening 128 during one round game), the solenoid energization time (the energization time of the first large winning opening solenoid 126c and the second large winning opening solenoid 128c for each number of times of opening the first large winning opening 126 and the second large winning opening 128, that is, the opening time of the first large winning opening 126 and the second large winning opening 128 once), the specified number (the maximum number of winning possible for the first large winning opening 126 and the second large winning opening 128 in one round game), the effective time for closing the large winning opening (the closing time of the first large winning opening 126 and the second large winning opening 128 between round games, that is, the interval time between rounds), and the ending time (the waiting time from the end of the last round game until the normal special game resumes) are stored in advance as control data for the major combination game for each type of minor win symbol as shown in the figure.
[0126] In this embodiment, when the special symbols Z1 to Z4, which are minor win symbols, are determined, first, a minor win game composed of one round game is executed. In this minor win game, the opening and closing of the second large winning opening 128 are repeatedly executed. Specifically, the second large winning opening 128 is controlled to open and close in the order of opening (open 1) for 0.1 second, closing (close 1) for 3.0 seconds, opening (open 2) for 0.1 second, closing (close 2) for 1.0 second, opening (open 3) for 0.1 second, closing (close 3) for 1.0 second, and opening (open 4) for 0.1 second. As described above, in this embodiment, in the minor win game executed when the special symbols Z1 to Z4 are determined, the case where the second large winning opening 128 is opened at most 4 times in the first round is shown, but it is not limited to this. For example, in the first round, the second large winning opening 128 may be opened at most 10 times.
[0127] Here, inside the second largest winning opening 128, a specific area 140b and a non-specific area 140c are provided, and the game balls that enter the second largest winning opening 128 will surely enter either the specific area 140b or the non-specific area 140c. And in a small win game, when the game ball that enters the second largest winning opening 128 enters the specific area 140b, following the small win game, a major winning game in which the second largest winning opening 128 is opened is executed. In this major winning game, the round game is executed 9 times (from 2R to 10R).
[0128] FIG. 14 is a diagram for explaining the opening / closing mode of the second largest winning opening 128 and the opening / closing mode of the specific area 140b by the movable member 142. As shown in FIG. 14, in a small win game in which the second largest winning opening 128 is opened, the movable member 142 instantaneously opens the specific area 140b (about 0.1 second) simultaneously with the opening of the second largest winning opening 128, then maintains the specific area 140b in a closed state for a predetermined time, and then maintains the specific area 140b in an open state again.
[0129] Specifically, as shown in FIG. 14, when the special symbols Z1 to Z4 are determined and the small win game is executed, the second largest winning opening 128 is opened a total of 4 times in the small win game. Therefore, although there is a possibility that the game ball that enters the second largest winning opening 128 simultaneously with the first opening of the second largest winning opening 128 may not be able to enter the specific area 140b, in the subsequent openings of the second largest winning opening 128, the game ball that enters the second largest winning opening 128 can surely enter the specific area 140b. Although detailed description is omitted, above the second largest winning opening 128, a structure for decelerating the game ball rolling on the second largest winning opening 128 is provided, and if the game ball is appropriately launched into the second game area 116b from the start of the small win game, the game ball will surely enter the specific area 140b.
[0130] In addition, in the small win game in which the special symbols Z1 to Z4 are determined and executed, when an unexpected situation occurs, such as the game ball getting stuck in the second largest winning opening 128 or staying in the second largest winning opening 128 for a long time for some reason, the game ball may not enter the specific area 140b. Therefore, in this specification, for the sake of easy understanding, the words "necessarily" and "certainly" are used in the description, but this is based on the premise that the state of the gaming machine 100 is in an appropriate state when the game progresses and no unexpected situation has occurred, and it does not mean 100% physically.
[0131] FIG. 15 is a diagram for explaining a game state setting table. In the present embodiment, based on the type of special symbol and the game state at the time of winning, the transition destination game state and the time shortening end condition are set. Substantially, the transition destination game state is set based on the conditions in the area surrounded by the thick line in FIG. 15. When winning the two major jackpots in the small win game as described above, the game state is set according to the type of the winning special symbol and the game state at the time of winning.
[0132] In the present embodiment, when the game state is set to any one of the ultra-short time game state, the first short time game state, the second short time game state, and the third short time game state, different time shortening end conditions are set according to the set game state. Hereinafter, the ultra-short time game state, the first short time game state, the second short time game state, and the third short time game state are collectively referred to as the short time game state.
[0133] The short time count is the number of times of the symbol variation process based on the special 1 hold or the special 2 hold. Then, the short time count is subtracted each time the big winning lottery result based on the special 1 hold or the special 2 hold is determined in the short time game state, and when the remaining number of the short time count becomes 0, the game state is changed to the non-short time game state.
[0134] The number of times of ending the short-time operation upon a minor win is the number of times of winning a minor win based on the first reservation or the second reservation in the short-time game state, or the number of times of winning a minor win and executing a minor win game. And, the number of times of ending the short-time operation upon a minor win is subtracted each time the result of the major role lottery of a minor win based on the first reservation or the second reservation is determined in the short-time game state. When the remaining number of times of ending the short-time operation upon a minor win becomes 0, the game state is changed to a non-short-time game state.
[0135] When any one of these two short-time ending conditions is satisfied, the short-time game state ends and the game state shifts to a non-short-time game state.
[0136] As shown in FIG. 15, in the minor win game executed by winning a minor win, when winning a double major win, the short-time ending conditions are set as follows based on the game state at the time of winning the minor win and the type of minor win symbol.
[0137] That is, as shown in FIG. 15, when the special symbol Z1 or the special symbol Z3 is determined as the minor win symbol, regardless of the game state at the time of winning the minor win, the game state after the major role game is set to the first short-time game state. As the short-time ending condition of the first short-time game state, the short-time count is set to 110 times and the number of times of ending the short-time operation upon a minor win is set to 1 time. Note that the number of times of ending the short-time operation upon a minor win may be set to 0 times or not set. When the number of times of ending the short-time operation upon a minor win is 0 times or not set, in step S631-9 described later, it is not determined as YES, and steps S631-11 and S631-13 described later are not executed. Therefore, substantially, the short-time ending condition based on the number of times of ending the short-time operation upon a minor win is not satisfied.
[0138] Also, when the special symbol Z2 or the special symbol Z4 is determined as the minor winning symbol, regardless of the game state at the time of minor winning, the game state after the big winning game is set to the second short game state. As shown in FIG. 15, as the short time end condition of the second short game state, the short time count is set to 10,000 times and the minor winning short time end operation count is set to 1 time. Note that the minor winning short time end operation count may be set to 0 times, or the minor winning short time end operation count may not be set.
[0139] Also, in the non-short game state, when the special symbol X1 stops and is displayed on the first special symbol display 160, the game state is set to the very short game state. At this time, the short time count is set to 1,300 times. On the other hand, in the very short game state, the first short game state to the third short game state, when the special symbol X1 stops and is displayed on the first special symbol display 160, the remaining number of short time counts is decremented by 1 time, and the currently set short game state is maintained.
[0140] Also, in the non-short game state, when the special symbol X2 stops and is displayed on the first special symbol display 160, the game state is set to the third short game state. At this time, the short time count is set to 10,000 times. On the other hand, in the very short game state, the first short game state to the third short game state, when the special symbol X2 stops and is displayed on the first special symbol display 160, the remaining number of short time counts is decremented by 1 time, and the currently set short game state is maintained. Note that as the short time end condition of the second short game state and the third short game state, the short time count may be set to 0 times, or the short time count may not be set. When the short time count is set to 0 times, or the short time count is not set, in step S631-15 described later, it is not determined as YES, and steps S631-17 and S631-19 described later are not executed, so substantially the short time end condition based on the short time count is not satisfied.
[0141] FIG. 16 is a diagram for explaining the winning determination random number determination table. When the game ball flowing down the game area 116 passes through the gate 124, a determination process of the normal symbol (hereinafter referred to as "normal symbol lottery") in which whether to energize and control the movable piece 122b of the second start port 122 is associated is performed.
[0142] Note that, as will be described in detail later, when the game ball passes through the gate 124, one winning determination random number is acquired from within the range of 0 to 99, and this random number value is stored in the general pattern holding memory area of the main RAM 300c with a maximum of four. That is, the general pattern holding memory area is provided with four storage units for saving the winning determination random number. Therefore, when the game ball passes through the gate 124 in a state where the winning determination random number is stored in all four storage units of the general pattern holding memory area, the winning determination random number is not stored based on the passage of the game ball. Hereinafter, the winning determination random number stored in the general pattern holding memory area after the game ball passes through the gate 124 is referred to as general pattern holding.
[0143] When starting the general pattern lottery in the non-time-limited game state, as shown in FIG. 16(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. As will be described in detail later, when the winning symbol is determined in this general pattern lottery, the second start port 122 is controlled to the open state, and when the losing symbol is determined, the second start port 122 is maintained in the closed state.
[0144] Also, when starting the general pattern lottery in the first short-time game state to the third short-time game state, as shown in FIG. 16(b), the first to third short-time game state winning determination random number determination table is referred to. According to this first to third short-time game state winning determination random number determination table, when the winning determination random number is 0 to 98, the winning symbol is determined as the type of the normal symbol, and when the winning determination random number is 99, the losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the winning symbol in the first short-time game state to the third short-time game state, that is, the winning probability, is 99 / 100.
[0145] Also, when starting the normal symbol lottery in the very short-time game state, as shown in FIG. 16(c), the winning determination random number determination table for the very short-time game state is referred to. According to this winning determination random number determination table for the very short-time game state, when the winning determination random number is 0 to 1, a winning symbol is determined as the type of the normal symbol, and when the winning determination random number is 2 to 99, a losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining a winning symbol in the very short-time game state, that is, the winning probability is 2 / 100.
[0146] FIG. 17(a) is a diagram for explaining the normal symbol variation time data table, and FIG. 17(b) is a diagram for explaining the opening / closing control pattern table. As described above, when the normal symbol lottery is performed, the variation time of the normal symbol is determined. The normal symbol variation time data table is referred to when determining the variation time of the normal symbol when a winning symbol or a losing symbol is determined by the normal symbol lottery.
[0147] According to this normal symbol variation time data table, when the game state is set to the non-short-time game state, the variation time is determined to be 10 seconds, when the game state is set to the very short-time game state, the variation time is set to 9 seconds, and when the game state is set to the first short-time game state to the third short-time game state, the variation time is determined to be 1 second.
[0148] When the variation time is determined in this way, the normal symbol display 168 is variably displayed (flashing display) over the determined time. Then, when a winning symbol is determined, the normal symbol display 168 lights up, and when a losing symbol is determined, the normal symbol display 168 goes out.
[0149] Then, when the winning symbol is determined by the general drawing lottery and the normal symbol display 168 lights up, the movable piece 122b of the second start port 122 is energization-controlled with reference to the opening / closing control pattern table as shown in FIG. 17(b). Actually, the opening / closing control pattern table is provided for each gaming state, and the corresponding table is set at the start of energization of the normal electric accessory solenoid 122c according to the gaming state when the normal symbol is determined. Here, for convenience of explanation, the control data corresponding to each gaming state is shown in one table.
[0150] When the winning symbol is determined, as shown in FIG. 17(b), the second start port 122 is opening / closing-controlled 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 release of the second start port 122 starts), the maximum opening / closing switching times of the normal electric accessory (number of openings of the second start port 122), the solenoid energization time (energization time of the normal electric accessory solenoid 122c for each opening of the second start port 122, that is, the opening time of the second start port 122 for one time), the specified number (maximum number of winnings possible for the second start port 122 during all openings), the general power closing effective time (closing time between each opening of the second start port 122, that is, rest time), the general power effective state time (waiting time from the end of the last opening of the second start port 122), 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 the control data of the second start port 122.
[0151] In this way, for the non-time-limited game state, the slight-time-limited game state, and the first to third time-limited game states, opening and closing control conditions for opening and closing the second start port 122 are respectively associated as game progress conditions. In the first to third time-limited game states, it becomes easier for game balls to enter the second start port 122 than in the non-time-limited game state and the slight-time-limited game state. That is, in the first to third time-limited game states, as long as the game balls pass through the gate 124, general drawing is continuously performed, and the second start port 122 frequently becomes an open state. Therefore, the player can perform a big winning combination draw while reducing the consumption of game balls.
[0152] Note that the opening and closing conditions of the second start port 122 define three elements: the winning probability of the normal symbol, the time for the variable display of the normal symbol, and the opening time of the second start port 122. And in this embodiment, in two of these elements, by setting the first to third time-limited game states more favorably than the non-time-limited game state and the slight-time-limited game state, it is set such that in the first to third time-limited game states, it becomes easier for game balls to enter the second start port 122 than in the non-time-limited game state and the slight-time-limited game state.
[0153] However, for one or three of the above three elements, the first to third time-limited game states may be set more favorably than the non-time-limited game state and the slight-time-limited game state. In any case, by making the first to third time-limited game states more favorable than the non-time-limited game state and the slight-time-limited game state in at least one element, overall, it may be made such that it becomes easier for game balls to enter the second start port 122 in the first to third time-limited game states than in the non-time-limited game state and the slight-time-limited game state.
[0154] FIG. 18 is a diagram for explaining the game characteristics according to the present embodiment. In the following, mainly the case where the player appropriately launches the game ball and the game proceeds in accordance with the original game characteristics, that is, the case where the game continues normally, will be described, and the case where an irregular situation occurs will basically be omitted. Also, here, it will be described on the assumption that the registered setting value is set to 1. Note that the case where the game is continuing normally means the case where the player plays the game in accordance with the original game characteristics, and indicates that various errors and irregular situations such as game stops have not occurred.
[0155] The initial state of the gaming machine 100 is a non-time-limited game state, and the player starts the game in the non-time-limited game state as shown in FIG. 18(1). In the non-time-limited game state, since the second start port 122 hardly opens, the player performs a so-called left shot in which the game ball is launched toward the first game area 116a and the game ball is made to enter the first start port 120. That is, the hold (target hold) mainly to be varied is set to the special hold 1.
[0156] Therefore, in the non-time-limited game state, the player plays the game while expecting to win a minor hit by the special hold 1 or to win a specific miss by the special hold 1.
[0157] In the non-time-limited game state, when a specific miss is won by the special hold 1, with a probability of 80%, the special symbol X1 is determined as the specific miss symbol. Then, when the special symbol X1 stops and is displayed on the first special symbol display 160 in the non-time-limited game state, as shown in FIG. 18(2), the game state is set to the semi-time-limited game state.
[0158] Also, in the non-time-limited game state, when a specific miss is won by the special hold 1, with a probability of 20%, the special symbol X2 is determined as the specific miss symbol. Then, when the special symbol X2 stops and is displayed on the first special symbol display 160 in the non-time-limited game state, as shown in FIG. 18(3), the game state is set to the third time-limited game state.
[0159] In the non-time-saving game state, the winning probability of a small win based on Special Reserve 1 is set to approximately 1 / 318.1, and the winning probability of a specific loss based on Special Reserve 1 is set to approximately 1 / 1.0032. Therefore, substantially, in the non-time-saving game state, one will win a specific loss by Special Reserve 1. Thus, substantially, a player can only receive the big combination lottery based on Special Reserve 1 once in the non-time-saving game state.
[0160] In the semi-time-saving game state, since the second start port 122 hardly opens, the player makes a so-called left shot to launch the game ball toward the first game area 116a and lets the game ball enter the first start port 120. That is, the reserve mainly to be varied (target reserve) is set to Special Reserve 1. Therefore, in the semi-time-saving game state, the player will play the game while expecting to win a small win by Special Reserve 1.
[0161] Note that in the semi-time-saving game state, the winning probability of a small win based on Special Reserve 1 is set to approximately 1 / 318.1. Also, in the semi-time-saving game state, as the time-saving end condition, the number of time-saving times is set to 1300 times, and the number of actuation times for ending time-saving in case of a small win is set to 1 time.
[0162] Note that even in the semi-time-saving game state, although it is possible to win a specific loss by Special Reserve 1, as described above, in the semi-time-saving game state, when the special symbol X1 stops and is displayed on the first special symbol display 160, the remaining number of time-saving times is subtracted by 1, and the set semi-time-saving game state will be maintained.
[0163] Note that in the semi-time-saving game state, if a small win is not won before the remaining number of time-saving times reaches 0 times, it will be a so-called time-saving escape, and the game state will shift to the non-time-saving game state.
[0164] In the third short game state, by allowing the game balls to pass through gate 124, the second start port 122 is frequently opened. Since gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right shot to let the game balls flow down into the second game area 116b and make the game balls enter the second start port 122. That is, in the third short game state where the target hold is set to special hold 2, the player plays the game while expecting to win a minor hit by special hold 2.
[0165] In the third short game state, the winning probability of a minor hit based on special hold 2 is set to approximately 1 / 120.0. Also, as the short game end condition, the number of short game times is set to 10,000 times, and the number of short game end operation times for a minor hit is set to 1 time. That is, in the third short game state, substantially, the player wins a minor hit based on special hold 2.
[0166] Also, in the non - short game state or the very short game state, if a minor hit is won by special hold 1, with a 99% probability, special symbol Z1 is determined as the minor hit symbol, and a minor hit game based on special symbol Z1 is executed. In this minor hit game, since the game balls can enter the specific area 140b, a big winning game is executed following the minor hit game. At this time, in this embodiment, in the minor hit game and the big winning game combined, the player can obtain a total of 1,500 prize balls. And as shown in Fig. 18(4), the game state after the big winning game is set to the first short game state.
[0167] In the first short game state, by allowing the game balls to pass through gate 124, the second start port 122 is frequently opened. Since gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right shot to let the game balls flow down into the second game area 116b and make the game balls enter the second start port 122. That is, in the first short game state where the target hold is set to special hold 2, the player plays the game while expecting to win a minor hit by special hold 2.
[0168] In the first short game state, the winning probability of a minor win based on Special Reserve 2 is set to approximately 1 / 120.0. Also, as the short game end condition, the number of short game times is set to 110 times, and the number of minor win short game end operation times is set to 1 time. In the first short game state, if a minor win is not won until the remaining number of short game times reaches 0 times, it is a so-called short game escape, and the game state will shift to the non-short game state.
[0169] Also, in the non-short game state or the very short game state, when a minor win is won by Special Reserve 1, with a 1% probability, the special symbol Z2 is determined as the minor win symbol, and a minor win game based on the special symbol Z2 is executed. In this minor win game, since the game ball can enter the specific area 140b, a big win game is executed following the minor win game. At this time, in this embodiment, the player can obtain a total of 1500 prize balls in the minor win game and the big win game. And as shown in FIG. 18(5), the game state after the big win game is set to the second short game state.
[0170] In the second short game state, by passing the game ball through the gate 124, the second start port 122 is frequently opened. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right hit to let the game ball flow down into the second game area 116b and enter the game ball into the second start port 122. That is, in the second short game state where the target reserve is set to Special Reserve 2, the game is played while expecting to win a minor win by Special Reserve 2.
[0171] In the second short game state, the winning probability of a minor win based on Special Reserve 2 is set to approximately 1 / 120.0. Also, as the short game end condition, the number of short game times is set to 10000 times, and the number of minor win short game end operation times is set to 1 time. That is, in the second short game state, substantially, a minor win based on Special Reserve 2 will be won.
[0172] In the first to third short game states, when winning a minor hit by means of the special hold 2, there is an 80% probability that the special symbol Z3 is determined as the minor hit symbol, and a minor hit game based on the special symbol Z3 is executed. In this minor hit game, since the game ball can enter the specific area 140b, a major winning game is executed following the minor hit game. At this time, in the present embodiment, the player can obtain a total of 1500 prize balls in the minor hit game and the major winning game. Then, as shown in FIG. 18(4), the game state after the major winning game is set to the first short game state.
[0173] Also, in the first to third short game states, when winning a minor hit by means of the special hold 2, there is a 20% probability that the special symbol Z4 is determined as the minor hit symbol, and a minor hit game based on the special symbol Z4 is executed. In this minor hit game, since the game ball can enter the specific area 140b, a major winning game is executed following the minor hit game. At this time, in the present embodiment, the player can obtain a total of 1500 prize balls in the minor hit game and the major winning game. Then, as shown in FIG. 18(5), the game state after the major winning game is set to the second short game state.
[0174] That is, when winning a minor hit in the non-short game state, the very short game state, the first short game state, and the third short game state, and the game state after the major winning game is set to the second short game state, in the second short game state, since the player will substantially win either the special symbol Z3 or Z4, a new gameplay that has never existed before is realized, in which the player is guaranteed to obtain at least 3000 prize balls, and the interest of the game can be improved.
[0175] That is, according to the present embodiment, when winning a minor hit in any game state and the game state after the major winning game is set to the second short game state, a new gameplay that has never existed before is realized, in which at least 3000 prize balls are guaranteed, and the interest of the game can be improved.
[0176] Also, when winning a small hit in the second short game state and the special symbol Z4 is determined as the small hit symbol, since the game state after the big combination game will be set to the second short game state again, the player is guaranteed to obtain at least 3,000 prize balls, realizing a new gameplay that has never existed before and making it possible to enhance the interest of the game.
[0177] Also, when winning a specific loss in the non-short game state and the special symbol X2 is determined as the specific loss symbol, when the special symbol X2 stops and is displayed on the first special symbol display 160, the game state is set to the third short game state. In the third short game state, since it is certain to win either the special symbol Z3 or Z4, the player is guaranteed to obtain at least 1,500 prize balls, realizing a new gameplay that has never existed before and making it possible to enhance the interest of the game.
[0178] Next, the main processes of the main control board 300 accompanying the progress of the game in the gaming machine 100 will be described.
[0179] FIG. 19 is a diagram for explaining the gaming machine state flag. In the main control board 300, whether the game can be progressed is managed by the gaming machine state flag. Any 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 the 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.
[0180] 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, the registered setting value can be confirmed by being displayed on the performance display monitor 184 or the like. The flag value of the gaming machine status flag = 03H indicates the setting abnormality 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 abnormality 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 abnormality 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 processing according to the gaming machine status flag is performed.
[0181] (CPU initialization process of the main control board 300) FIG. 20 is a first flowchart for explaining the CPU initialization process in the main control board 300, and FIG. 21 is a second flowchart for explaining the CPU initialization process in the main control board 300.
[0182] 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).
[0183] (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.
[0184] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.
[0185] (Step S100-5) The main CPU 300a determines whether it is detecting a power-off warning signal. Note that the main control board 300 is provided with a power-off detection circuit, and when the power supply voltage drops below a predetermined value, a power-off warning signal is output from the power-off detection circuit. If the power-off warning signal is being detected, the process proceeds to step S100-3 above. If the power-off warning signal is not being detected, the process proceeds to step S100-7.
[0186] (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.
[0187] (Step S100-9) The main CPU 300a executes the processing necessary to permit access to the main RAM 300c.
[0188] (Step S100-11) The main CPU 300a loads the flag value of the game machine status flag before power-off into the D register.
[0189] (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.
[0190] (Step S100-15) The main CPU 300a sets an address that does not include the set value and the game machine status flag at the head address of the area to be cleared in the main RAM 300c.
[0191] (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. If it is determined that the RAM clear operation signal is not input, the process proceeds to step S100-19.
[0192] (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 met, the process proceeds to step S100-21. If it is determined that even one of the three conditions is not met, the process proceeds to step S100-23.
[0193] (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.
[0194] (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 start address set in step S100-15, in the main RAM 300c, and the process proceeds to step S100-49.
[0195] (Step S100-25) The main CPU 300a sets 05H (checksum error state) in the D register.
[0196] (Step S100-27) The main CPU 300a performs an out-of-area read / write check process for checking and clearing the read / write memory in the unused area.
[0197] (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.
[0198] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the used area.
[0199] (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.
[0200] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and transfers the process to step S100-45.
[0201] (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.
[0202] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.
[0203] (Step S100-41) The main CPU 300a determines whether the setting change conditions are satisfied. As a result, if it is determined that the setting change conditions are satisfied, the process proceeds to step S100-43, and if it is determined that the setting change conditions are not satisfied, the process proceeds to step S100-45. Here, the setting change conditions at least include 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.
[0204] (Step S100-43) The main CPU 300a sets 01H (setting change state) in the D register.
[0205] (Step S100-45) The main CPU 300a saves the value set in the D register to the gaming machine state flag.
[0206] (Step S100-47) The main CPU 300a executes an initialization process to clear the clear target during RAM clear in the main RAM 300c, and the process proceeds to step S100-49.
[0207] (Step S100-49) The main CPU 300a executes a payout command transmission process. Specifically, the main CPU 300a transmits a reset payout command to the payout control board 310. Although it will be described in detail later, in the payout control board 310, the difference ball information, which is the difference between the number of game balls paid out to the player as prize balls and the number of game balls discharged from the game board 108, that is, the number of game balls launched by the player into the game area 116, is counted. The reset payout command is a command that requests the reset of the difference ball information counted in the payout control board 310, and when the reset payout command is received, the difference ball information is reset in the payout control board 310. That is, in this embodiment, when the power is turned on, the difference ball information before the power-off is reset.
[0208] (Step S100-51) The main CPU 300a loads the gaming machine state flag.
[0209] (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.
[0210] (Step S110) The main CPU 300a performs sub-command group setting processing. Note that this sub-command group setting processing will be described later.
[0211] (Step S100-55) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330.
[0212] (Step S100-57) The main CPU 300a sets the period of the timer interrupt.
[0213] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0214] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is for determining the initial value and the end value of the winning symbol random number. That is, when the winning symbol random number makes one round from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number - 1 by the winning symbol random number update process described later, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.
[0215] (Step S120) The main CPU 300a analyzes the received data (main command) received from the payout control board 310 and executes a main command analysis process for executing various processes according to the received data. Note that this main command analysis process will be described later.
[0216] (Step S100-65) The main CPU 300a performs a process for transmitting the sub-commands stored in the transmission buffer to the sub-control board 330.
[0217] (Step S100-67) The main CPU 300a performs a process for permitting interrupts.
[0218] (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 process from the above step S100-59. Note that hereinafter, the reach group determination random number, the reach mode determination random number, and the variation pattern random number for determining the variation effect pattern are collectively referred to as the variation effect random numbers.
[0219] Figure 22 is a flowchart for explaining the sub-command group setting process (S110) in the main control board 300.
[0220] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine state flag.
[0221] (Step S110-3) The main CPU 300a performs a sub-command setting process for transmitting a predetermined command to the sub-control board 330.
[0222] (Step S110-5) The main CPU 300a performs a model command setting process for setting a model command indicating the model information of the gaming machine 100 in the transmission buffer.
[0223] (Step S110-7) The main CPU 300a performs a set value designation command setting process for setting a set value designation command indicating a registered set value in the transmission buffer.
[0224] (Step S110-9) The main CPU 300a performs a special drawing 1 hold designation command setting process for setting a special drawing 1 hold designation command indicating a special 1 hold count in the transmission buffer.
[0225] (Step S110-11) The main CPU 300a performs a special drawing 2 hold designation command setting process for setting a special drawing 2 hold designation command indicating a special 2 hold count in the transmission buffer.
[0226] (Step S110-13) The main CPU 300a performs a count command setting process for setting a count command indicating the remaining number of times in the short-time game state in the transmission buffer.
[0227] (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.
[0228] (Step S110-17) The main CPU 300a performs a special drawing phase designation command setting process for setting a special 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.
[0229] (Step S110-19) The main CPU 300a determines whether the special game management phase is the special symbol variation waiting state. As a result, if it is determined that it is the special symbol variation waiting state, the process proceeds to step S110-21, and if it is determined that it is not the special symbol variation waiting state, the process proceeds to step S110-23.
[0230] (Step S110-21) The main CPU 300a sets the customer waiting specified command in the transmission buffer.
[0231] (Step S110-23) The main CPU 300a determines whether the defective ball error flag is on. Although details will be described later, the defective ball error flag is a flag that turns on when the number of defective balls reaches 100,000. That is, here, it is determined at power-on whether the power was turned off when the number of defective balls reached 100,000, in other words, whether the number of defective balls had reached 100,000 before the power-off. If it is determined that the defective ball error flag is on, the process proceeds to step S110-25, and if it is determined that the defective ball error flag is not on, the process proceeds to step S110-29.
[0232] (Step S110-25) The main CPU 300a performs a caution command setting process for transmitting a caution command to the sub-control board 330. That is, when the power is turned off in a state where the number of defective balls has reached 100,000 and then the power is first turned on, a caution command is transmitted from the main control board 300 to the sub-control board 330. Although details will be described later, in the sub-control board 330, when a caution command is received, a caution indicating that the number of defective balls reached 100,000 before the power-off is given.
[0233] (Step S110-27) The main CPU 300a turns off the defective ball error flag.
[0234] (Step S110-29) The main CPU 300a determines whether the pre - termination flag is on. Although it will be described in detail later, the pre - termination flag is a flag that turns on when the number of balls reaches 90,000. That is, here, when the power is turned off in a state where the number of balls has reached 90,000, in other words, whether the number of balls had reached 90,000 before the power - off is determined when the power is turned on. If it is determined that the pre - termination flag is on, the process proceeds to step S110 - 31. If it is determined that the pre - termination flag is not on, the sub - command group setting process ends.
[0235] (Step S110 - 31) The main CPU 300a turns off the pre - termination flag and ends the sub - command group setting process.
[0236] Figure 23 is a flowchart for explaining the main - command analysis process on the main control board 300.
[0237] (Step S120 - 1) The main CPU 300a determines whether it has received the pre - termination main command from the payout control board 310. As described above, the payout control board 310 counts the number of balls, and when the number of balls reaches 90,000, the payout control board 310 sends the pre - termination main command to the main control board 300. If it is determined that the pre - termination main command has been received, the process proceeds to step S120 - 3. If it is determined that the pre - termination main command has not been received, the process proceeds to step S120 - 5.
[0238] (Step S120 - 3) The main CPU 300a turns on the pre - termination flag. As a result, the main control board 300 can grasp that the number of balls has reached 90,000.
[0239] (Step S120 - 5) The main CPU 300a determines whether it has received the coin error main command from the payout control board 310. When the number of coins reaches 100,000, the coin error main command is sent from the payout control board 310 to the main control board 300. If it is determined that the coin error main command has been received, the process proceeds to step S120-7. If it is determined that the coin error main command has not been received, the process proceeds to step S120-9.
[0240] (Step S120-7) The main CPU 300a turns on the coin error flag. As a result, it becomes possible for the main control board 300 to recognize that the number of coins has reached 100,000.
[0241] (Step S120-9) The main CPU 300a determines whether it has received the over-payout error main command from the payout control board 310. The payout control board 310 manages the payout of prize balls. When more game balls are paid out than the number of game balls that should originally be paid out, the over-payout error main command is sent to the main control board 300. If it is determined that the over-payout error main command has been received, the process proceeds to step S120-11. If it is determined that the over-payout error main command has not been received, the main command analysis process ends.
[0242] (Step S120-11) The main CPU 300a turns on the payout error flag and ends the main command analysis process.
[0243] Next, the interrupt process in the main control board 300 will be described. Here, the power-off save process (XINT interrupt process) and the timer interrupt process will be described.
[0244] (Power-off save process (XINT interrupt process) of the main control board 300) FIG. 24 is a flowchart for explaining the power-off standby process (XINT interrupt process) in the main control board 300. 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 standby process.
[0245] (Step S300-1) When a power-off warning signal is input, the main CPU 300a saves the registers.
[0246] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0247] (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.
[0248] (Step S300-7) The main CPU 300a restores the registers.
[0249] (Step S300-9) The main CPU 300a performs a process to enable interrupts and ends the power-off standby process.
[0250] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0251] (Step S300-13) The main CPU 300a executes a checksum setting process to calculate and save the checksum.
[0252] (Step S300-15) The main CPU 300a executes RAM protection setting processing necessary to prohibit access to the main RAM 300c.
[0253] (Step S300-17) The main CPU 300a sets a predetermined number of power-off detection signal detections in the counter value of the loop counter to set the power-off occurrence monitoring time.
[0254] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0255] (Step S300-21) 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 S300-17, and if it is determined that the power-off warning signal is not detected, the process proceeds to step S300-23.
[0256] (Step S300-23) The main CPU 300a subtracts 1 from the value of the loop counter set in step S300-17.
[0257] (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).
[0258] Note that when an actual power-off occurs, the operation of the gaming machine 100 stops while looping through steps S300-17 to S300-25.
[0259] (Timer interrupt processing of the main control board 300) FIG. 25 is a flowchart for explaining the timer interrupt process in the main control board 300. The main control board 300 is provided with a reset clock pulse generation circuit that generates clock pulses every predetermined period (4 milliseconds in this embodiment, 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 process is executed.
[0260] (Step S400-1) The main CPU 300a saves the registers.
[0261] (Step S400-3) The main CPU 300a performs a process to enable interrupts.
[0262] (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.
[0263] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing to accurately obtain the latest switch state.
[0264] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine state flag.
[0265] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 above 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.
[0266] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 above is 03H (abnormal setting 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.
[0267] (Step S450) The main CPU 300a executes setting-related processing and proceeds to step S400-27. Note that the setting-related processing will be described later.
[0268] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, unless otherwise specified, various timer counters are decremented each time the timer interrupt processing of the main control board 300 occurs, and the decrement stops when it reaches 0.
[0269] (Step S400-17) The main CPU 300a executes update processing for the initial value update random number for the winning symbol random number, similar to step S100-61 above.
[0270] (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. If the result of the addition 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.
[0271] Incidentally, although detailed explanations are omitted, in this embodiment, the minor hit determination random number and the hit 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 minor hit determination random number and the hit 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.
[0272] (Step S500) The main CPU 300a executes switch management processing for determining whether there is an input signal from the first start port detection switch 120s, the second start port detection switch 122s, the gate detection switch 124s, the first big winning port detection switch 126s, the second big winning port detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management processing will be described later.
[0273] (Step S600) The main CPU 300a executes special game management processing for controlling the progress of the above special game. Details of this special game management processing will be described later.
[0274] (Step S700) The main CPU 300a executes normal game management processing for controlling the progress of the above normal game. Details of this normal game management processing will be described later.
[0275] (Step S800) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results. Details of this error management processing will be described later.
[0276] (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 major winning port detection switch 126s, and the second major winning port detection switch 128s, and executes a winning port switch process for adding relevant counters for prize ball control and the like.
[0277] (Step S900) The main CPU 300a executes a payout control management process. Details of this payout control management process will be described later.
[0278] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information to be output from the game information output terminal board 312 to the outside.
[0279] (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 buffers corresponding to each common.
[0280] (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 122c, the first major winning port solenoid 126c, the second major winning port solenoid 128c, and the movable member drive solenoid 142c and storing them in the output port buffer.
[0281] (Step S400-33) The main CPU 300a executes a port output process for outputting the values of the common output buffers stored in each output port buffer to the output port.
[0282] (Step S400-35) The main CPU 300a performs a process for prohibiting interrupts.
[0283] (Step S400-37) The main CPU 300a performs a process for calculating a base ratio to be displayed on the performance display monitor 184 using an unused area of the main RAM 300c, and sets common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer, thereby 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 in response to a predetermined operation.
[0284] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.
[0285] FIG. 26 is a flowchart for explaining the above setting-related process (S450).
[0286] (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.
[0287] (Step S450-3) The main CPU 300a loads the registered setting value stored in the setting value buffer into a predetermined processing area.
[0288] (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 proceeds to step S450-7, and if it is determined that the RAM clear switch 182s has not been pressed, the process proceeds to step S450-9.
[0289] (Step S450-7) The main CPU 300a adds 1 to the set value of the processing area.
[0290] (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 proceeds to step S450-13, and if it is determined that the set value is not in the range of 1 to 6, the process proceeds to step S450-11.
[0291] (Step S450-11) The main CPU 300a sets the set value of the processing area to 1.
[0292] (Step S450-13) The main CPU 300a sets the set value of the processing area to the set value buffer.
[0293] (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, and if it is determined that the setting change switch 180s is not on, the process proceeds to step S450-17.
[0294] (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.
[0295] (Step S110) The main CPU 300a executes the sub-command group setting process of FIG. 22. That is, when the setting-related process is executed, at the end thereof, the model command, the setting value designation command, the special figure 1 hold designation command, the special figure 2 hold designation command, the count command, the variation pattern selection state designation command, the special figure phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.
[0296] (Step S450-19) The main CPU 300a sets 00H (playable state) in the gaming machine state flag and ends the setting-related process.
[0297] As described above, according to the present embodiment, 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. 20), 01H (setting change state) is set in the gaming machine state flag. Thereafter, the timer interrupt process is executed. However, 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. 25) are stopped, and the setting-related process is executed.
[0298] 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 accepted as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that accepts the setting change operation, the registered setting value stored in the setting value buffer is switched to any one of the setting values provided in multiple stages according to the setting change operation.
[0299] 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.
[0300] Here, in the setting-related process, after the pressing operation of the RAM clear button, that is, after the reception of the setting change operation of the registered setting value is completed, 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 reception of the setting change operation, the setting value specifying command is not transmitted to the sub-control board 330. In this way, during the reception of the setting change operation, the setting value specifying command is not transmitted, and when the reception of the setting change operation is completed and the game progresses to a state where it can proceed, by transmitting the setting value specifying command, the risk of the registered setting value being illegally acquired can be reduced.
[0301] Also, in this embodiment, a plurality of flag values including at least 01H (setting change state) are switched. And when 01H (setting change state) is set in the gaming machine state flag, the setting-related process can be executed, and the progress of the game is stopped. In this way, since the setting-related process 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.
[0302] Next, among the above-described timer interrupt processes, the switch management process in step S500, the special game management process in step S600, and the normal game management process in step S700 will be described in detail.
[0303] FIG. 27 is a flowchart for explaining the switch management process (step S500) in the main control board 300.
[0304] (Step S500-1) The main CPU 300a determines whether it is the time when the gate detection switch is turned on, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s is turned on. As a result, if it is determined that it is the time when the gate detection switch is turned on, the process proceeds to step S510, and if it is determined that it is not the time when the gate detection switch is turned on, the process proceeds to step S500-3.
[0305] (Step S510) The main CPU 300a executes gate passage processing based on the passage of the game ball through gate 124. The details of this gate passage processing will be described later.
[0306] (Step S500-3) The main CPU 300a determines whether it is the detection time of the first start port detection switch being turned on, that is, whether a game ball has entered the first start port 120 and a detection signal has been input from the first start port detection switch 120s. As a result, if it is determined that it is the detection time of the first 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 start port detection switch being turned on, the process proceeds to step S500-5.
[0307] (Step S520) The main CPU 300a executes first start port passage processing based on the entry of the game ball into the first start port 120. The details of this first start port passage processing will be described later.
[0308] (Step S500-5) 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 S500-7.
[0309] (Step S530) The main CPU 300a executes second start port passage processing based on the entry of the game ball into the second start port 122. The details of this second start port passage processing will be described later.
[0310] (Step S500-7) 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 and the second big winning opening 128 and a detection signal has been input from the first big winning opening detection switch 126s and 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 S500-9, and if it is determined that it is not the time of detecting the activation of the big winning opening detection switch, the process proceeds to step S500-11.
[0311] (Step S500-9) The main CPU 300a determines whether it is currently in a big winning game or a small winning game, and determines whether the entry of the game ball into the first big winning opening 126 and the second big winning opening 128 is proper. Here, if it is determined that it is not in a big winning game or a small winning game, a predetermined fraud detection process is executed. If it is determined that it is in a big winning game or a small winning game and the entry of the game ball into the first big winning opening 126 and the second big winning opening 128 is proper, the big winning opening winning ball count counter is incremented by 1, and a big winning opening winning designation command is set in the transmission buffer.
[0312] (Step S500-11) The main CPU 300a determines whether it is the time of detecting the activation of the specific area detection switch, that is, whether a game ball has entered the specific area 140b and a detection signal has been input from the specific area detection switch 140s. As a result, if it is determined that it is the time of detecting the activation of the specific area detection switch, the process proceeds to step S540, and if it is determined that it is not the time of detecting the activation of the specific area detection switch, the process proceeds to step S500-13.
[0313] (Step S540) The main CPU 300a executes a specific area passing process based on the entry of the game ball into the specific area 140b and ends the switch management process. The details of this specific area passing process will be described later.
[0314] (Step S500-13) The main CPU 300a determines whether it is the time of detecting the general winning opening switch being on, that is, whether a game ball has entered the general winning opening 118 and a detection signal has been input from the general winning opening detection switch 118s. As a result, if it is determined that it is the time of detecting the general winning opening switch being on, the process proceeds to step S500-15, and if it is determined that it is not the time of detecting the general winning opening switch being on, the process proceeds to step S500-17.
[0315] (Step S500-15) The main CPU 300a sets the general winning opening winning designated command in the transmission buffer.
[0316] (Step S500-17) The main CPU 300a determines whether it is the time of detecting the out ball detection switch being on, that is, whether a detection signal has been input from the out ball detection switch 130s. As a result, if it is determined that it is the time of detecting the out ball detection switch being on, the process proceeds to step S500-19, and if it is determined that it is not the time of detecting the out ball detection switch being on, the switch management process ends.
[0317] (Step S500-19) The main CPU 300a sets the out ball detection designated command in the transmission buffer and ends the switch management process.
[0318] Figure 28 is a flowchart for explaining the gate passing process (step S510) on the main control board 300.
[0319] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generation unit.
[0320] (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 is terminated, and 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.
[0321] (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.
[0322] (Step S510-7) The main CPU 300a calculates the target storage unit among the four storage units of the normal symbol hold storage area that is the target for saving the obtained winning determination random number.
[0323] (Step S510-9) The main CPU 300a saves the winning determination random number obtained in step S510-1 to the target storage unit calculated in step S510-7.
[0324] (Step S510-11) The main CPU 300a sets the normal symbol hold designation command indicating the normal symbol hold number stored in the normal symbol hold storage area to the transmission buffer and terminates the gate passing process.
[0325] Figure 29 is a flowchart for explaining the first start port passing process (step S520) in the main control board 300.
[0326] (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 a special 1 hold or a special 2 hold as the hold type. The special symbol identification value (00H) indicates a special 1 hold, and the special symbol identification value (01H) indicates a special 2 hold.
[0327] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.
[0328] (Step S535) The main CPU 300a executes the 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.
[0329] FIG. 30 is a flowchart for explaining the second start port passage process (Step S530) in the main control board 300.
[0330] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0331] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball counter.
[0332] (Step S535) The main CPU 300a executes the special symbol random number acquisition process to be described later.
[0333] (Step S530-5) The main CPU 300a loads the normal game management phase. Although details will be described later, the normal game management phase indicates the stage of the execution process of the normal game, that is, the progress status of the normal game, and is updated according to the stage of the execution process of the normal game.
[0334] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is not "04H". Note that "04H" in the normal game management phase indicates that the control process for opening the normal electric accessory winning port is in progress. In this control process for opening the normal electric accessory winning port, since the normal electric accessory solenoid 122c is energized and the movable piece 122b is controlled to the open state, here, it is determined whether the second start port 122 is in a state where it can be properly opened. As a result, when it is determined that the normal game management phase is not "04H", the second start port passing process is terminated, and when it is determined that the normal game management phase is "04H", the process proceeds to step S530-9.
[0335] (Step S530-9) The main CPU 300a updates the counter value of the normal electric accessory winning ball number counter to the value obtained by adding "1" to the current counter value, and terminates the second start port passing process.
[0336] Figure 31 is a flowchart for explaining the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is executed using a common module in the above-described first start port passing process (step S520) and second start port passing process (step S530).
[0337] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.
[0338] (Step S535-3) The main CPU 300a loads the target special symbol reserved ball number. Here, if the special symbol identification value loaded in step S535-1 above is "00H", the counter value of the special symbol 1 reserved ball number counter, that is, the special 1 reserved 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 reserved ball number counter, that is, the special 2 reserved number, is loaded.
[0339] (Step S535-5) The main CPU 300a loads the small hit determination random number updated by the hardware random number generation unit.
[0340] (Step S535-7) The main CPU 300a determines whether the number of target special symbol hold balls loaded in step S535-3 is greater than or equal to the upper limit value. As a result, if it is determined that the number is greater than or equal to the upper limit value, the process proceeds to step S535-23, and if it is determined that the number is not greater than or equal to the upper limit value, the process proceeds to step S535-9.
[0341] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol hold ball counter to a value obtained by adding "1" to the current counter value.
[0342] (Step S535-11) The main CPU 300a calculates the target storage unit that is the target for saving the obtained small hit determination random number among the eight storage units of the special symbol hold memory area.
[0343] (Step S535-13) The main CPU 300a obtains the small hit determination random number loaded in step S535-5, the winning symbol random number updated in step S400-19, the reach group determination random number updated in step S100-69, the reach mode determination random number, and the variation pattern random number, and stores them in the target storage unit calculated in step S535-11.
[0344] (Step S535-15) The main CPU 300a performs a special symbol hold ball winning order setting process of updating and storing the winning orders of special 1 hold and special 2 hold stored in the special symbol hold memory area.
[0345] (Step S535-17) Based on the various random numbers stored in the target storage unit in step S535-13 above, the main CPU 300a executes an acquisition-time production determination process for performing a major role preliminary lottery, a winning symbol preliminary determination, and a variation information preliminary determination. In this acquisition-time production determination process, a look-ahead designation command indicating variation information determined when a newly stored hold is read is transmitted to the sub-control board 330.
[0346] (Step S535-19) The main CPU 300a loads the counter values of the special symbol 1 hold ball number counter and the special symbol 2 hold ball number counter.
[0347] (Step S535-21) Based on the counter values loaded in step S535-19 above, the main CPU 300a sets a special figure hold designation command in the transmission buffer. Here, a special figure 1 hold designation command is set based on the counter value (special 1 hold number) of the special symbol 1 hold ball number counter, and a special figure 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball number 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.
[0348] (Step S535-23) The main CPU 300a loads the normal game management phase.
[0349] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 above and determines whether it is less than the normal electric accessory winning opening release control state described later. As a result, if it is determined that it is less than the normal electric accessory winning opening release control state, the process proceeds to step S535-27, and if it is determined that it is not less than the normal electric accessory winning opening release control state, the special symbol random number acquisition process is terminated.
[0350] (Step S535-27) The main CPU 300a determines whether there has been an abnormal winning, and if it determines that there has been an abnormal winning, it executes a start port abnormal winning error process that performs predetermined processing and ends the special symbol random number acquisition process (step S535).
[0351] Figure 32 is a flowchart for explaining the specific area passing process of step S540 above.
[0352] (Step S540-1) When the main CPU 300a determines that it is the time when the specific area detection switch is turned on in step S500-11 above, it determines whether the valid period flag is on. As a result, if it determines that the valid period flag is on, the process proceeds to step S540-3, and if it determines that the valid period flag is not on, the process proceeds to step S540-9.
[0353] Note that, although it will be described in detail later, this valid period flag is for determining whether to regard the entry of the game ball into the specific area 140b as valid, and in this embodiment, it is turned on at the start of a small win game (the first round game).
[0354] (Step S540-3) In step S540-1 above, when it is determined that the valid period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag is for identifying that the game ball has already effectively entered the specific area 140b. If it is determined that the specific area entry flag is on, the specific area passing process ends, and if it is determined that the specific area entry flag is not on, the process proceeds to step S540-5.
[0355] (Step S540-5) The main CPU 300a turns on the specific area entry flag.
[0356] (Step S540-7) The main CPU 300a sets a specific area entry command in the transmission buffer to transmit to the sub-control board 330 that a game ball has effectively entered the specific area 140b, and ends the specific area passage process.
[0357] (Step S540-9) The main CPU 300a executes predetermined error processing.
[0358] (Step S540-11) The main CPU 300a sets an error command indicating that an error has been detected in the transmission buffer and ends the specific area passage process.
[0359] FIG. 33 is a diagram for explaining the special game management phase. As already described, in this embodiment, a special game triggered by the entry of a game ball into the first start port 120 or the second start port 122 and a normal game triggered by the passage of a game ball through the gate 124 proceed simultaneously and in parallel. The processes related to the special game are executed step by step and repeatedly, but in the main control board 300, each such process related to the special game is managed by the special game management phase.
[0360] As shown in FIG. 33, the main ROM 300b stores a plurality of special game control modules for executing control of special games, 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 waiting process" is called; when the special game management phase is "01H", a module for executing "special symbol variation in process" is called; when the special game management phase is "02H", a module for executing "special symbol stop symbol display process" is called; when the special game management phase is "03H" or "07H", a module for executing "before big winning opening release process" is called; when the special game management phase is "04H" or "08H", a module for executing "big winning opening release control process" is called; when the special game management phase is "05H" or "09H", a module for executing "big winning opening closing valid process" is called; and when the special game management phase is "06H" or "0AH", a module for executing "big winning opening end wait process" is called.
[0361] FIG. 34 is a flowchart for explaining the special game management process (step S600) in the main control board 300.
[0362] (Step S600-1) The main CPU 300a loads the special game management phase.
[0363] (Step S600-3) The main CPU 300a selects a special game control module corresponding to the special game management phase loaded in step S600-1 above.
[0364] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 above to start the process.
[0365] (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.
[0366] FIG. 35 is a flowchart for explaining the special symbol variation waiting process in the main control board 300. This special symbol variation waiting process is executed when the special game management phase is "00H".
[0367] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 hold ball number counter, that is, the special 2 hold number (X2) is "1" or more. As a result, if it is determined that the special 2 hold number (X2) is "1" or more, the process proceeds to step S610-7, and if it is determined that the special 2 hold number (X2) is not "1" or more, the process proceeds to step S610-3.
[0368] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 hold ball number counter, that is, the special 1 hold number (X1) is "1" or more. As a result, if it is determined that the special 1 hold number (X1) is "1" or more, the process proceeds to step S610-7, and if it is determined that the special 1 hold number (X1) is not "1" or more, the process proceeds to step S610-5.
[0369] (Step S610-5) The main CPU 300a sets a customer waiting command in the transmission buffer and executes a customer waiting setting process for setting the customer waiting state, and ends the special symbol variation waiting process.
[0370] (Step S610-7) The main CPU 300a block-transfers the special 2 reservation stored in the first to fourth storage units of the second special drawing reservation storage area, or the special 1 reservation stored in the first to fourth storage units of the first special drawing reservation storage area, to the storage unit with a smaller ordinal number. Specifically, in step S610-1, when it is determined that the number of reserved balls for the special symbol 2 is 1 or more, the special 2 reservation stored in the second to fourth storage units of the second special drawing reservation storage area is transferred to the first to third storage units. Also, in the main RAM 300c, a storage unit 0 to be processed is provided, and the special 2 reservation stored in the first storage unit is block-transferred to the storage unit 0. Further, in step S610-3, when it is determined that the number of reserved balls for the special symbol 1 is 1 or more, the special 1 reservation stored in the second to fourth storage units of the first special drawing reservation storage area is transferred to the first to third storage units, and the special 1 reservation stored in the first storage unit is block-transferred to the storage unit 0. In this special symbol storage area shift process, the counter value of the target special symbol reserved ball number counter corresponding to the reservation type transferred to the storage unit 0 is decremented by 1, and a reservation reduction designation command indicating that the special 1 reservation or the special 2 reservation has been decremented by 1 is set in the transmission buffer.
[0371] (Step S610-9) The main CPU 300a loads the small hit determination random number and reservation type transferred to the storage unit 0, selects the corresponding small hit determination random number determination table to perform a big role lottery, and executes a special symbol hit determination process for storing the lottery result.
[0372] (Step S610-11) 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 S610-9 is a small 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 is selected to extract special symbol determination data, and the extracted special symbol determination data (the type of small win symbol) is saved. Also, when the result of the big role lottery in step S610-9 is a loss, the special symbol determination data for loss (the type of loss symbol) corresponding to the hold type is saved. Specifically, if the hold type is special hold 1, special symbol X is saved as the loss symbol, and if the hold type is special hold 2, special symbol Y is saved as the loss symbol. After saving the special symbol determination data in this way, the symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.
[0373] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-11 above. 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.
[0374] (Step S612) The main CPU 300a executes a special symbol variation number determination process for determining a variation mode number and a variation pattern number. The details of this special symbol variation number determination process will be described later.
[0375] (Step S610-15) The main CPU 300a loads the variation mode number and the variation pattern number determined in step S612 above, refers to the variation time determination table, and determines variation time 1 and variation time 2. Then, the total time of the determined variation times 1 and 2 is set in the special symbol variation timer.
[0376] (Step S610-17) The main CPU 300a performs a preliminary area setting process of storing the type of the small hit symbol (special symbol determination data) and the like in the preliminary area of the main RAM 300c.
[0377] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display symbol counter in order to start the variable display of the special symbol on the first special symbol display 160 or the second special symbol display 162. Counter values are associated with each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162, and the segment corresponding to the counter value set in the special symbol display 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 the special symbol is set in the special symbol display symbol counter. Note that the special symbol display symbol counter is provided separately 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 counter corresponding to the hold type.
[0378] (Step S610-21) The main CPU 300a loads the counter values of the special symbol 1 hold ball number counter and the special symbol 2 hold ball number counter, and sets a special symbol hold designation command in the transmission buffer. Here, a special symbol 1 hold designation command is set based on the counter value (special 1 hold number) of the special symbol 1 hold ball number counter, and a special symbol 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball number counter. Also, here, a special symbol winning order command corresponding to the winning order of the special 1 hold and the special 2 hold stored in the above step S610-7 is set in the transmission buffer. As a result, every time the special 1 hold or the special 2 hold is consumed, the special 1 hold number and the special 2 hold number, as well as the winning order of each of these holds, are transmitted to the sub-control board 330.
[0379] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol variation waiting process.
[0380] FIG. 36 is a flowchart for explaining the special symbol variation number determination process in the main control board 300.
[0381] (Step S612-1) The main CPU 300a determines whether the result of the big winning lottery in step S610-9 is a minor win. As a result, if it is determined to be a minor win, the process proceeds to step S612-3, and if it is determined not to be a minor win (a loss), the process proceeds to step S612-5.
[0382] (Step S612-3) The main CPU 300a sets a reach mode determination random number determination table corresponding to the current game state, the type of minor win symbol, the hold type, and the variation state.
[0383] (Step S612-5) When the hold type of the read hold is special hold 2, the main CPU 300a checks the counter value of the special symbol 2 hold ball number counter, and when the hold type of the read hold is special hold 1, the main CPU 300a checks the counter value of the special symbol 1 hold ball number counter.
[0384] (Step S612-7) The main CPU 300a sets a corresponding reach group determination random number determination table based on the current game state, the number of holds confirmed in step S612-5 above, and the hold type. Then, based on the set reach group determination random number determination table and the reach group determination random number transferred to the 0th storage unit in step S610-7 above, the reach group (group type) is determined.
[0385] (Step S612-9) The main CPU 300a sets a losing reach mode determination random number determination table corresponding to the group type determined in the above step S612-7.
[0386] (Step S612-11) The main CPU 300a determines a variation mode number based on the reach mode determination random number determination table set in the above step S612-3 or the above step S612-9 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Also, here, a variation pattern random number determination table is determined together with the variation mode number.
[0387] (Step S612-13) The main CPU 300a sets a variation mode command corresponding to the variation mode number determined in the above step S612-11 in the transmission buffer.
[0388] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in the above step S612-11 and the variation pattern random number transferred to the 0th storage unit in the above step S610-7.
[0389] (Step S612-17) The main CPU 300a sets a variation pattern command corresponding to the variation pattern number determined in the above step S612-15 in the transmission buffer and ends the special symbol variation number determination process.
[0390] FIG. 37 is a flowchart for explaining the process during special symbol variation on the main control board 300. This process during special symbol variation is executed when the special game management phase is "01H".
[0391] (Step S620-1) The main CPU 300a executes a process of updating a special symbol variation base counter. The counter value of the special symbol variation base counter is set to count one cycle 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.
[0392] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in the above step S620-1 is "0". As a result, if the counter value is "0", the process proceeds to step S620-5, and if the counter value is not "0", the process proceeds to step S620-9.
[0393] (Step S620-5) 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 S610-15.
[0394] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol variation timer updated in the above step S620-5 is "0". As a result, if the timer value is "0", the process proceeds to step S620-15, and if the timer value is not "0", the process proceeds to step S620-9.
[0395] (Step S620-9) 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.
[0396] (Step S620-11) 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 S620-13, and if it is determined that the timer value of the special symbol display timer is not "0", the current special symbol variation process ends.
[0397] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated and ends the current special symbol variation process. As a result, each segment constituting the 7-segment will sequentially light up at predetermined intervals.
[0398] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0399] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 in the target special symbol display symbol counter. As a result, the determined special symbol will be stopped and displayed on the first special symbol display 160 or the second special symbol display 162.
[0400] (Step S620-19) The main CPU 300a sets a special symbol stop designation command indicating that the 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.
[0401] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for stopping the display of the special symbol, in the special game timer and ends the current special symbol variation process.
[0402] FIG. 38 is a flowchart for explaining the special symbol stop symbol display process on the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0403] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the process proceeds to step S631, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S630-3.
[0404] (Step S631) The main CPU 300a executes the count cut management process and ends the special symbol stop symbol display process. The count cut management process will be described later.
[0405] (Step S630-3) The main CPU 300a turns off the count cut management flag indicating that the count cut management process in step S631 has been executed.
[0406] (Step S630-5) 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.
[0407] (Step S630-7) The main CPU 300a sets a count command for transmitting the time shortening count updated in the count cut management process in step S631 and the time shortening end operation count at small wins to the sub-control board 330 in the transmission buffer.
[0408] (Step S630-9) The main CPU 300a checks the result of the big winning lottery.
[0409] (Step S630-11) The main CPU 300a determines whether the result of the major lottery is a minor win. As a result, if it is determined to be a minor win, the process proceeds to step S630-15, and if it is determined not to be a minor win, the process proceeds to step S632.
[0410] (Step S632) The main CPU 300a executes the losing symbol stop process. This losing symbol stop process will be described later.
[0411] (Step S630-13) The main CPU 300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. As a result, the special game management process based on one hold ends, and if a special 1 hold or special 2 hold is stored, the process for starting the variable display of the special symbol based on the next hold will be performed.
[0412] (Step S630-15) The main CPU 300a sets the data of the special electric accessory operation ram set table according to the determined type of the special symbol.
[0413] (Step S630-17) The main CPU 300a performs the special electric accessory maximum operation times setting process. Specifically, referring to the data set in step S630-15 above, a predetermined number (the counter value corresponding to the type of the special symbol = the number of rounds) is set as the counter value in the special electric accessory maximum operation times counter. Note that this special electric accessory maximum operation times counter indicates the number of rounds ( "1") that can be executed in the minor win game starting from now. On the other hand, a special electric accessory consecutive operation times counter is provided in the main RAM 300c, and at the start of each round game, the counter value of the special electric accessory consecutive operation times counter is incremented by "1" to manage the current round game number. Here, along with the start of the minor win game, the process of resetting (updating to "0") the counter value of this special electric accessory consecutive operation times counter is also executed.
[0414] (Step S630-19) The main CPU 300a refers to the data set in the above step S630-17 and saves a predetermined opening time as a timer value in the special game timer.
[0415] (Step S630-21) The main CPU 300a sets an opening designation command for transmitting the start of the small hit game to the sub-control board 330 in the transmission buffer. Note that this opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in the above step S630-19 is set in the transmission buffer.
[0416] (Step S630-23) The main CPU 300a updates the special game management phase to "07H" and ends the special symbol stop symbol display process. As a result, the small hit game will start.
[0417] FIG. 39 is a flowchart for explaining the count cut management process in the main control board 300.
[0418] (Step S631-1) The main CPU 300a determines whether the count cut management flag is off. As a result, if the count cut management flag is off, the process proceeds to step S631-3, and if the count cut management flag is not off (on), the count cut management process ends.
[0419] (Step S631-3) The main CPU 300a turns on the count cut management flag. That is, in the present embodiment, each process after step S631-3 is executed when the special symbol variation stop time (fixed time) is set and the special symbol stop symbol display process is first executed. However, the count cut management process may be performed when the special symbol variation stop time (fixed time) is set, that is, when the variation time has elapsed (after step S620-15 in FIG. 37).
[0420] (Step S631-5) The main CPU 300a checks the result of the big role lottery.
[0421] (Step S631-7) The main CPU 300a determines whether the result of the big role lottery is a minor win. As a result, if it is a minor win, the process moves to step S631-9, and if it is not a minor win, the process moves to step S631-15.
[0422] (Step S631-9) The main CPU 300a determines whether the value of the minor win counter indicating the number of times of winning a minor win is greater than 0 since the game state was set to the time-saving game state. As a result, if the value of the minor win counter is greater than 0, the process moves to step S631-11, and if the value of the minor win counter is not greater than 0 (is 0), the process moves to step S631-15.
[0423] (Step S631-11) The main CPU 300a decrements the value of the minor win counter.
[0424] (Step S631-13) The main CPU 300a determines whether the value of the minor win counter updated in step S631-11 is 0. As a result, if the value of the minor win counter is 0, the process moves to step S631-21, and if the value of the minor win counter is not 0, the process moves to step S631-15.
[0425] (Step S631-15) The main CPU 300a determines whether the value of the time-saving count cut counter that counts the number of time-saving times is greater than 0. As a result, if the value of the time-saving count cut counter is greater than 0, the process proceeds to step S631-17. If the value of the time-saving count cut counter is not greater than 0 (i.e., 0), the count cut management process ends.
[0426] (Step S631-17) The main CPU 300a decrements the counter value of the time-saving count cut counter.
[0427] (Step S631-19) The main CPU 300a determines whether the value of the time-saving count cut counter updated in step S631-17 is 0. As a result, if the value of the time-saving count cut counter is 0, the process proceeds to step S631-21. If the value of the time-saving count cut counter is not 0, the count cut management process ends.
[0428] (Step S631-21) The main CPU 300a sets the time-saving state flag to set the game state to the non-time-saving game state. As a result, after the game state is set to the time-saving game state, when the special symbol (small win symbol) stops displaying when the number of times of winning a small win reaches the preset number of operations for ending the time-saving of the small win, that is, before the start of the small win game, the game state is changed to the non-time-saving game state. Also, after the game state is set to the time-saving game state, when the special symbol stops displaying when the number of variation times reaches the preset time-saving times, the game state is changed to the non-time-saving game state.
[0429] (Step S631-23) The main CPU 300a sets a game state change designation command indicating the game state at the time of stopping the special symbol in the transmission buffer, and ends the count-down management process. That is, in the count-down management process, when the game state is changed from the time-saving game state to the non-time-saving game state, a game state change designation command is transmitted to the sub-control board 330.
[0430] In addition, when the number of small-win time-saving end operation times is set to 0 or the number of special 1 small-win time-saving end operation times is not set, it is not determined as YES in step S631-9 described above, and steps S631-11 and S631-13 described above are not executed. Therefore, the time-saving end condition based on the number of small-win time-saving end operation times is not substantially satisfied, and the time-saving game state is maintained.
[0431] Also, when the number of time-saving times is 0 or the number of time-saving times is not set, it is not determined as YES in step S631-15 described above, and steps S631-17 and S631-19 described above are not executed. Therefore, the time-saving end condition based on the number of time-saving times is not substantially satisfied, and the time-saving game state is maintained.
[0432] FIG. 40 is a flowchart for explaining the process at the time of stopping the losing symbol on the main control board 300.
[0433] (Step S632-1) The main CPU 300a loads a time-saving state flag for identifying whether the game state is a non-time-saving game state or a time-saving game state, and checks whether the current game state is a non-time-saving game state or a time-saving game state. As a result, if the current game state is a non-time-saving game state, the process proceeds to step S632-3, and if the current game state is a time-saving game state, the process at the time of stopping the losing symbol ends.
[0434] (Step S632-3) The main CPU 300a determines whether or not the special symbol X1 has stopped being displayed. As a result, if the special symbol X1 has stopped being displayed, the process proceeds to step S632-11, and if the special symbol X1 has not stopped being displayed, the process proceeds to step S632-5.
[0435] (Step S632-5) The main CPU 300a determines whether or not the special symbol X2 has stopped being displayed. As a result, if the special symbol X2 has stopped being displayed, the process proceeds to step S632-7, and if the special symbol X2 has not stopped being displayed, the process for when the losing symbol stops ends.
[0436] (Step S632-7) The main CPU 300a sets the time shortening state flag in order to set the game state to the third short game state. As a result, in the non-time shortening game state, when the special symbol X2 stops being displayed on the first special symbol display 160, the game state is set to the third short game state.
[0437] (Step S632-9) The main CPU 300a sets 10,000 times as the time shortening count (time shortening end condition).
[0438] (Step S632-11) The main CPU 300a sets the time shortening state flag in order to set the game state to the very short game state. As a result, in the non-time shortening game state, when the special symbol X1 stops being displayed on the first special symbol display 160, the game state is set to the very short game state.
[0439] (Step S632-13) The main CPU 300a sets 1,300 times as the time shortening count (time shortening end condition).
[0440] (Step S632-15) The main CPU 300a sets a game state change designation command indicating the game state at the time of the stop display of the special symbol in the transmission buffer, and ends the process at the time of the losing symbol stop. That is, in the process at the time of the losing symbol stop, when the game state is changed from the non-time-limited game state to the time-limited game state, a game state change designation command is transmitted to the sub-control board 330.
[0441] Figure 41 is a flowchart for explaining the pre-opening process of the big winning opening on the main control board 300. This pre-opening process of the big winning opening is executed when the special game management phase is "03H" or "07H".
[0442] (Step S640-1) The main CPU 300a determines whether the timer value of the special game timer is not "0". 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.
[0443] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation times counter to a value obtained by adding "1" to the current counter value.
[0444] (Step S640-5) The main CPU 300a sets a big winning opening release designation command for transmitting the start of the release of the first big winning opening 126 and the second big winning opening 128 (start of the round game) to the sub-control board 330 in the transmission buffer.
[0445] (Step S641) The main CPU 300a executes a big winning opening opening / closing switching process. This big winning opening opening / closing switching process will be described later.
[0446] (Step S640-7) The main CPU 300a determines whether the special game management phase is 07H, that is, whether it is during a small win game. As a result, if it is determined that the special game management phase is 07H, the process proceeds to step S640-9, and if it is determined that the special game management phase is not 07H, the process proceeds to step S640-13.
[0447] (Step S640-9) The main CPU 300a determines whether it is the start of the first round of the game based on the counter value of the special electric accessory continuous operation counter. As a result, if it is determined that it is the start of the first round of the game, the process proceeds to step S640-11, and if it is determined that it is not the start of the first round of the game, the process proceeds to step S640-13.
[0448] (Step S640-11) The main CPU 300a turns on the expiration flag. As a result, with the start of the small win game, the entry of the game ball into the specific area 140b is enabled.
[0449] (Step S640-13) 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") and ends the pre-opening process for the big winning opening.
[0450] Figure 42 is a flowchart for explaining the opening / closing switching process of the big winning opening on the main control board 300.
[0451] (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 opening / closing times of the first big winning opening 126 and the second big winning opening 128 during one round of the game). As a result, if it is determined that the counter value is the upper limit value, the opening / closing switching process for the big winning opening ends, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641-3.
[0452] (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 large winning port solenoid 126c or the second large winning port solenoid 128c based on the counter value of the special electric accessory opening / closing switching times counter, as well as timer data that is the energization time or energization stop time of the first large winning port solenoid 126c or the second large winning port solenoid 128c.
[0453] (Step S641-5) Based on the solenoid control data extracted in the above step S641-3, the main CPU 300a starts the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c, or executes a large winning port solenoid energization control process to stop the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c. By executing this large winning port solenoid energization control process, in the above steps S400-31 and S400-33, the control of starting or stopping the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c will be performed.
[0454] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S641-3 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 first large winning port 126 and the second large winning port 128.
[0455] (Step S641-9) The main CPU 300a determines whether it is in the energization start state of the first large winning opening solenoid 126c or the second large winning opening solenoid 128c, that is, whether the control process of starting the energization of the first large winning opening solenoid 126c or the second large winning opening solenoid 128c was performed in the above step S641-5. As a result, if it is determined that it is in the energization start state, the process proceeds to step S641-11, and if it is determined that it is not in the energization start state, the large winning opening switching process ends.
[0456] (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 ends the large winning opening switching process.
[0457] Figure 43 is a flowchart for explaining the large winning opening release control process in the main control board 300. This large winning opening release control process is executed when the special game management phase is "04H" or "08H".
[0458] (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, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S650-3.
[0459] (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, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641.
[0460] (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 above.
[0461] (Step S650-5) The main CPU 300a determines whether the counter value of the big winning opening winning ball counter updated in step S500-9 above has reached the specified number, that is, whether the same number of game balls as the maximum number of winning balls in one round have not entered the first big winning opening 126 or the second big winning opening 128. 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.
[0462] (Step S650-7) The main CPU 300a executes the big winning opening closing process necessary to stop energization of the first big winning opening solenoid 126c and the second big winning opening solenoid 128c to close the first big winning opening 126 and the second big winning opening 128. Thereby, the first big winning opening 126 and the second big winning opening 128 are in the closed state.
[0463] (Step S650-9) The main CPU 300a saves the big winning opening closing effective time (interval time) to the special game timer.
[0464] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value (either "05H" or "09H").
[0465] (Step S650-13) The main CPU 300a sets a big winning opening closing designation command indicating that the first big winning opening 126 and the second big winning opening 128 have been closed in the transmission buffer, and ends the big winning opening release control process.
[0466] Figure 44 is a flowchart for explaining the main prize opening closing valid process in the main control board 300. This main prize opening closing valid process is executed when the special game management phase is "05H" or "09H".
[0467] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 above 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, and if it is determined that the timer value of the special game timer is "0", the process moves to step S660-3.
[0468] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric accessory continuous operation counter matches the counter value of the special electric accessory maximum operation counter, that is, whether the round games of the preset number have ended. As a result, if it is determined that the counter value of the special electric accessory continuous operation counter matches the counter value of the special electric accessory maximum operation counter, the process moves to step S660-9, and if it is determined that they do not match, the process moves to step S660-5.
[0469] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". In addition, when the special game management phase is "09H", that is, during the control of the small win game, since the number of round games 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.
[0470] (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.
[0471] (Step S660-9) The main CPU 300a determines whether the special game management phase is 09H, that is, whether it is during a small win game. As a result, if it is determined that the special game management phase is 09H, the process proceeds to step S660-11, and if it is determined that the special game management phase is not 09H, the process proceeds to step S660-21.
[0472] (Step S660-11) The main CPU 300a determines whether all the game balls that have entered the second largest winning opening 128 have been discharged. Here, when the value obtained by subtracting the total number of game balls that have entered the specific area 140b and the non-specific area 140c from the number of game balls that have entered the second largest winning opening 128 becomes 0, it is determined that the discharge is complete. If it is determined that the discharge is complete, the process proceeds to step S660-13, and if it is determined that the discharge is not complete, the large winning opening closing valid process ends. Note that if the determination result that the discharge is not complete is continuously derived for a certain period of time, error processing is performed.
[0473] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is on. As a result, if it is determined that the specific area entry flag is on, the process proceeds to step S660-15, and if it is determined that the specific area entry flag is not on, the process proceeds to step S660-21.
[0474] (Step S660-15) The main CPU 300a turns off the specific area entry flag.
[0475] (Step S660-17) The main CPU 300a confirms the type of small win symbol and sets a predetermined number (the counter value corresponding to the type of special symbol = the value obtained by subtracting 1 from the number of rounds, that is, the number of round games in a big winning game) as the counter value in the special electric accessory maximum operation count counter.
[0476] (Step S660-19) The main CPU 300a sets 03H in the special game management phase and ends the big winning opening closing valid process.
[0477] (Step S660-21) The main CPU 300a executes an ending time setting process of saving the ending time to the special game timer.
[0478] (Step S660-23) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value (either "06H" or "0AH").
[0479] (Step S660-25) 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.
[0480] Figure 45 is a flowchart for explaining the big winning opening end wait process in the main control board 300. This big winning opening end wait process is executed when the special game management phase is "06H" or "0AH".
[0481] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-7 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 end 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.
[0482] (Step S670-3) The main CPU 300a executes state setting processing for setting the game state after the end of a big winning game executed based on the entry of a game ball into a specific area 140b in a small hit game. Specifically, the main CPU 300a refers to a game state setting table (FIG. 15) and sets the game state, time shortening count, and small hit time shortening end operation count after the end of the big winning game based on the type of special symbol that triggered the small hit game and the game state at the time of winning the small hit symbol. Note that when the main CPU 300a sets the game state after the big winning game to a non-time shortening game state, it sets a time shortening state flag corresponding to the non-time shortening game state. Also, when the main CPU 300a sets the game state after the big winning game to a time shortening game state, it sets a time shortening state flag corresponding to the time shortening game state.
[0483] Note that when the game ball does not enter the specific area 140b in the small hit game, that is, when the special game management phase is "OAH", the game state is not set in step S670-3. That is, when the game ball does not enter the specific area 140b in the small hit game based on the special symbols Z1 to Z4 in the time shortening game state, the non-time shortening game state that was changed (set) before the start of the small hit game in the above-mentioned count cut management process is maintained.
[0484] Also, here, processing for setting the variation state after the end of the big winning game is also performed based on the small hit symbol that triggered the small hit game and the set value being set.
[0485] (Step S670-5) The main CPU 300a sets a game state change designation command for transmitting the game state and variation state set after the end of the big winning game to the transmission buffer.
[0486] (Step S670-7) The main CPU 300a sets a count designation command corresponding to the time shortening count saved in step S670-3 and the small hit time shortening end operation count to the transmission buffer.
[0487] (Step S670-9) 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 a special 1 hold or a special 2 hold is stored, the variable display of the special symbol will resume.
[0488] FIG. 46 is a diagram for explaining the normal game management phase. As already described, in the present embodiment, the processes related to the normal game triggered by the passage of the game ball through the gate 124 are executed step by step and repeatedly. However, in the main control board 300, each process related to such a normal game is managed by the normal game management phase.
[0489] As shown in FIG. 46, 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", a module for executing the "normal symbol variation wait process" is called. When the normal game management phase is "01H", a module for executing the "normal symbol variation process" is called. When the normal game management phase is "02H", a module for executing the "normal symbol stop symbol display process" is called. When the normal game management phase is "03H", a module for executing the "normal electric accessory winning opening pre-opening process" is called. When the normal game management phase is "04H", a module for executing the "normal electric accessory winning opening opening control process" is called. When the normal game management phase is "05H", a module for executing the "normal electric accessory winning opening closing valid process" is called. When the normal game management phase is "06H", a module for executing the "normal electric accessory winning opening end wait process" is called.
[0490] FIG. 47 is a flowchart for explaining the normal game management process (step S700) in the main control board 300.
[0491] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0492] (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.
[0493] (Step S700-5) The main CPU 300a calls the normal game control module selected in the above step S700-3 and starts processing.
[0494] (Step S700-7) The main CPU 300a loads the normal game timer that manages the control time of the normal game.
[0495] FIG. 48 is a flowchart for explaining the normal symbol variation waiting process on the main control board 300. This normal symbol variation waiting process is executed when the normal game management phase is "00H".
[0496] (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 proceeds to step S710-3.
[0497] (Step S710-3) The main CPU 300a block-transfers the general pattern hold (winning determination random number) stored in the first to fourth storage units of the general pattern hold memory area to the storage unit with a smaller ordinal number. Specifically, it transfers the general pattern hold stored in the second to fourth storage units to the first to third storage units. Also, a first storage unit for processing is provided in the main RAM 300c, and the general pattern hold stored in the first storage unit is transferred to the first storage unit. In this general symbol memory area shift process, the counter value of the general symbol hold ball number counter is decremented by "1", and a general pattern hold decrement designation command indicating that the general pattern hold has been decremented by "1" is set in the transmission buffer.
[0498] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the first storage unit, selects the winning determination random number determination table corresponding to the current game state, performs a general pattern lottery, and executes a general symbol winning determination process for storing the lottery result.
[0499] (Step S710-7) The main CPU 300a saves the general symbol stop symbol number corresponding to the result of the general pattern lottery in step S710-5 above. In this embodiment, the general symbol display 168 is composed of one LED lamp, and when it wins, the general symbol display 168 is turned on, and when it loses, the general symbol display 168 is turned off. The general symbol stop symbol number determined here indicates whether the general symbol display 168 will finally be turned on or not. For example, when winning, "0" is determined as the general symbol stop symbol number, and when losing, "1" is determined as the general symbol stop symbol number.
[0500] (Step S710-9) The main CPU 300a checks the current game state, selects and sets the corresponding general symbol variation time data table.
[0501] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the hit determination random number transferred to the 0th storage unit in step S710-3 and the normal symbol variation time data table set in step S710-9.
[0502] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 in the normal game timer.
[0503] (Step S710-15) The main CPU 300a executes a process of setting the normal symbol display symbol counter in order to start the variation 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 symbol 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 symbol counter at the start of the variation display of the normal symbol.
[0504] (Step S710-17) The main CPU 300a sets a normal symbol reservation designation command indicating the number of normal symbol reservations stored in the normal symbol reservation storage area in the transmission buffer.
[0505] (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, that is, the symbol type (winning symbol or losing symbol) determined by the normal symbol hit determination process.
[0506] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol variation waiting process.
[0507] FIG. 49 is a flowchart for explaining the processing during the normal symbol variation on the main control board 300. This processing during the normal symbol variation is executed when the normal game management phase is "01H".
[0508] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in the above step S710-13 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.
[0509] (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.
[0510] (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 processing during the normal symbol variation ends.
[0511] (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 the counter value indicating the extinguishing of the normal symbol display 168, it is updated to the counter value indicating the lighting, and if the counter value of the normal symbol display 168 is the counter value indicating the lighting, it is updated to the counter value indicating the extinguishing, and the processing during the normal symbol variation ends. As a result, the normal symbol display 168 repeats lighting and extinguishing (flashing) at predetermined intervals over the normal symbol variation time.
[0512] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in the above step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally controlled to light or turn off, and the result of the normal symbol lottery is notified.
[0513] (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.
[0514] (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.
[0515] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the process during the normal symbol variation.
[0516] Figure 50 is a flowchart for explaining the normal symbol stop symbol display process on the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0517] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in the above 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.
[0518] (Step S730-3) The main CPU 300a checks the result of the normal symbol lottery.
[0519] (Step S730-5) The main CPU 300a determines whether the result of the normal drawing lottery is a winning result. As a result, if it is determined to be a winning result, the process proceeds to step S730-9, and if it is determined not to be a winning result (a losing result), the process proceeds to step S730-7.
[0520] (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 one normal drawing hold ends, and if a normal drawing hold is stored, the process for starting the variable display of the normal symbol based on the next hold is performed.
[0521] (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.
[0522] (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 second start port 122 is started.
[0523] FIG. 51 is a flowchart for explaining the process before opening the normal electric accessory winning port on the main control board 300. This process before opening the normal electric accessory winning port is executed when the normal game management phase is "03H".
[0524] (Step S740-1) The main CPU 300a determines whether the timer value of the normal game timer 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.
[0525] (Step S741) The main CPU 300a executes the normal electric accessory winning opening / closing switching process. This normal electric accessory winning opening / closing switching process will be described later.
[0526] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric accessory winning opening pre-process.
[0527] FIG. 52 is a flowchart for explaining the normal electric accessory winning opening / closing switching process in the main control board 300.
[0528] (Step S741-1) 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 (the number of opening / closing times of the movable piece 122b during one opening / closing control). As a result, if it is determined that the counter value is the upper limit value, the normal electric accessory winning opening / closing switching process ends; if it is determined that the counter value is not the upper limit value, the process proceeds to step S741-3.
[0529] (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 solenoid 122c, 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 solenoid 122c based on the counter value of the normal electric accessory opening / closing switching counter.
[0530] (Step S741-5) Based on the solenoid control data extracted in step S741-3 above, the main CPU 300a starts the energization of the normal electric accessory solenoid 122c or executes a normal electric accessory solenoid energization control process to stop the energization of the normal electric accessory solenoid 122c. By executing this normal electric accessory solenoid energization control process, in steps S400-31 and S400-33 above, the start or stop of the energization of the normal electric accessory solenoid 122c is controlled.
[0531] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in step S741-3 above to the normal game timer. Note that the timer value saved to the normal game timer here is the maximum opening time for one time of the second start port 122.
[0532] (Step S741-9) The main CPU 300a determines whether it is in the energization start state of the normal electric accessory solenoid 122c, that is, whether the control process to start the energization of the normal electric accessory solenoid 122c was performed in step S741-5 above. As a result, if it is determined that it is in the energization start state, the process proceeds to step S741-11, and if it is determined that it is not in the energization start state, the normal electric accessory winning port opening / closing switching process ends.
[0533] (Step S741-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching counter to the value obtained by adding "1" to the current counter value.
[0534] Figure 53 is a flowchart for explaining the normal electric accessory winning port opening control process on the main control board 300. This normal electric accessory winning port opening control process is executed when the normal game management phase is "04H".
[0535] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is not "0". 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.
[0536] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric accessory opening / closing switching times 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.
[0537] (Step S741) In step S750-3, if it is determined that the counter value of the normal electric accessory opening / closing switching times 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.
[0538] (Step S750-5) The main CPU 300a determines whether the counter value of the normal electric accessory winning ball number 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 has not entered the second start port 122. 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.
[0539] (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 122c and close the second start port 122. Thereby, the second start port 122 becomes a closed state.
[0540] (Step S750-9) The main CPU 300a saves the normal power valid state time to the normal game timer.
[0541] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and ends the normal electric accessory winning opening control process.
[0542] FIG. 54 is a flowchart for explaining the normal electric accessory winning opening closing valid process on the main control board 300. This normal electric accessory winning opening closing valid process is executed when the normal game management phase is "05H".
[0543] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the normal electric accessory winning opening closing valid process ends, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S760-3.
[0544] (Step S760-3) The main CPU 300a saves the normal power end wait time to the normal game timer.
[0545] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the normal electric accessory winning opening closing valid process.
[0546] FIG. 55 is a flowchart for explaining the normal electric accessory winning opening end wait process on the main control board 300. This normal electric accessory winning opening end wait process is executed when the normal game management phase is "06H".
[0547] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is not "0". 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.
[0548] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal electric accessory winning port end wait process. As a result, when there is a general drawing hold stored, the variable display of the general symbols will resume.
[0549] Figure 56 is a flowchart for explaining error management processing in the main control board 300.
[0550] (Step S800-1) The main CPU 300a determines whether the pre-end flag is on. As a result, if it is determined that the pre-end flag is on, the process proceeds to step S800-3. If it is determined that the pre-end flag is not on, the process proceeds to step S800-7.
[0551] (Step S800-3) The main CPU 300a sets the pre-end specified command in the transmission buffer. The pre-end specified command set here is transmitted to the sub-control board 330 in the sub-command transmission process (S100-65).
[0552] (Step S800-5) The main CPU 300a turns off the pre-end flag.
[0553] (Step S800-7) The main CPU 300a determines whether the defective ball error flag is on. As a result, if it is determined that the defective ball error flag is on, the process proceeds to step S800-9, and if it is determined that the defective ball error flag is not on, the process proceeds to step S800-17.
[0554] (Step S800-9) The main CPU 300a determines whether the defective ball error transmitted information is stored. The defective ball error transmitted information is information indicating that the defective ball error specified command has been transmitted to the sub-control board 330. If it is determined that the defective ball error transmitted information is stored, the process proceeds to step S800-17, and if it is determined that the defective ball error transmitted information is not stored, the process proceeds to step S800-11.
[0555] (Step S800-11) The main CPU 300a sets the defective ball error specified command in the transmission buffer. The defective ball error specified command set here is transmitted to the sub-control board 330 in the sub-command transmission process (S100-65).
[0556] (Step S800-13) The main CPU 300a stores the defective ball error transmitted information.
[0557] (Step S800-15) The main CPU 300a executes a predetermined main control error process.
[0558] (Step S800-17) The main CPU 300a determines whether the payout error flag is on. As a result, if it is determined that the payout error flag is on, the process proceeds to step S800-19, and if it is determined that the payout error flag is not on, the error management process ends.
[0559] (Step S800-19) The main CPU 300a sets a payout error specification command in the transmission buffer. The payout error specification command set here is transmitted to the sub-control board 330 in the sub-command transmission process (S100-65).
[0560] (Step S800-21) The main CPU 300a executes a predetermined main control error process and ends the error management process. Note that the main control error processes executed when a ball-out error occurs (S800-15) and when a payout error occurs (S800-21) may be completely the same process, partially the same process, or all different processes. Here, for example, some processes are common when a ball-out error occurs (S800-15) and when a payout error occurs (S800-21), such as outputting a signal to notify the outside of the occurrence of an error.
[0561] FIG. 57 is a flowchart for explaining the payout control management process on the main control board 300.
[0562] (Step S900-1) The main CPU 300a determines whether it is the time when the general winning port detection switch is turned on, that is, whether a game ball has entered the general winning port 118 and a detection signal has been input from the general winning port detection switch 118s. As a result, if it is determined that it is the time when the general winning port detection switch is turned on, the process proceeds to step S900-3, and if it is determined that it is not the time when the general winning port detection switch is turned on, the process proceeds to step S900-5.
[0563] (Step S900-3) The main CPU 300a performs a process for transmitting a general winning port payout count specification command for requesting the payout of a predetermined number of prize balls for the entry of a game ball into the general winning port 118 to the payout control board 310.
[0564] (Step S900-5) The main CPU 300a determines whether it is the detection time of the first start port switch being turned on, that is, whether a game ball has entered the first start port 120 and a detection signal has been input from the first start port detection switch 120s. As a result, if it is determined that it is the detection time of the first start port switch being turned on, the process proceeds to step S900-7, and if it is determined that it is not the detection time of the first start port switch being turned on, the process proceeds to step S900-9.
[0565] (Step S900-7) The main CPU 300a performs a process for transmitting a first start port payout number designation command that requests the payout of a predetermined number of prize balls for the entry of a game ball into the first start port 120 to the payout control board 310.
[0566] (Step S900-9) The main CPU 300a determines whether it is the detection time of the second start port 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 switch being turned on, the process proceeds to step S900-11, and if it is determined that it is not the detection time of the second start port switch being turned on, the process proceeds to step S900-13.
[0567] (Step S900-11) The main CPU 300a performs a process for transmitting a second start port payout number designation command that requests the payout of a predetermined number of prize balls for the entry of a game ball into the second start port 122 to the payout control board 310.
[0568] (Step S900-13) The main CPU 300a determines whether it is the detection time of the large winning opening switch being turned on, that is, whether a game ball has entered the large winning opening and a detection signal has been input from the first large winning opening detection switch 126s or the second large winning opening detection switch 128s. As a result, if it is determined that it is the detection time of the large winning opening switch being turned on, the process proceeds to step S900-15, and if it is determined that it is not the detection time of the large winning opening switch being turned on, the process proceeds to step S900-17.
[0569] (Step S900-15) The main CPU 300a performs a process for transmitting a large winning opening payout number designation command that requests the payout of a predetermined number of prize balls for the entry of a game ball into the large winning opening to the payout control board 310.
[0570] (Step S900-17) The main CPU 300a determines whether it is the detection time of the out ball detection switch being turned on, that is, whether a detection signal has been input from the out ball detection switch 130s. As a result, if it is determined that it is the detection time of the out ball detection switch being turned on, the process proceeds to step S900-19, and if it is determined that it is not the detection time of the out ball detection switch being turned on, the process proceeds to step S900-21.
[0571] (Step S900-19) The main CPU 300a performs a process for transmitting an out ball detection payout designation command indicating that a game ball has been detected by the out ball detection switch 130s to the payout control board 310.
[0572] (Step S900-21) The main CPU 300a updates the continuous power-on time of the gaming machine 100. Here, the counter value of the counter that measures the continuous power-on time is updated.
[0573] (Step S900-23) The main CPU 300a determines whether the continuous power-on time updated in step S900 is equal to or greater than a predetermined time. As a result, if it is determined that the continuous power-on time is equal to or greater than the predetermined time, the process proceeds to step S900-27. If it is determined that the continuous power-on time is less than the predetermined time, the process proceeds to step S900-25.
[0574] (Step S900-25) The main CPU 300a obtains date and time information from the RTC 300d and determines whether the date has changed. As a result, if it is determined that the date has changed, the process proceeds to step S900-27. If it is determined that the date has not changed, the payout control management process ends.
[0575] (Step S900-27) The main CPU 300a transmits a reset payout command and ends the payout control management process. If it is determined that the continuous power-on time is equal to or greater than the predetermined time, the counter value of the counter that measures the continuous power-on time is reset.
[0576] Next, the timer interrupt process in the payout control board 310 will be described. In the payout control board 310 as well, a timer interrupt process is executed in the same manner as in the main control board 300. Here, among the timer interrupt processes in the payout control board 310 (hereinafter referred to as the payout control timer interrupt process), the processes related to the difference ball error will be extracted and described.
[0577] FIG. 58 is a flowchart for explaining the payout control timer interrupt process in the payout control board 310. The payout control timer interrupt process includes a prize ball payout process (S2000), a payout completion confirmation process (S2100), a difference ball determination process (S2200), a launch control process (S2300), and a lending device control process (S2400).
[0578] FIG. 59 is a flowchart for explaining the prize ball payout process in the payout control board 310.
[0579] (Step S2000-1) The payout CPU 310a determines whether it has received a payout quantity specification command (general winning opening payout quantity specification command, first start opening payout quantity specification command, second start opening payout quantity specification command, big winning opening payout quantity specification command) from the main control board 300. As a result, if it is determined that the payout quantity specification command has been received, the process proceeds to step S2000-3, and if it is determined that the payout quantity specification command has not been received, the prize ball payout process ends.
[0580] (Step S2000-3) The payout CPU 310a sets the payout quantity of the game balls corresponding to the received payout quantity specification command in the payout counter.
[0581] (Step S2000-5) The payout CPU 310a sets the energization data (number of steps) of the payout motor 314 corresponding to the payout quantity set in step S2000-3 above, and ends the prize ball payout process. Thereby, the payout motor 314 is energized, and a predetermined number of game balls are paid out to the player as prize balls.
[0582] FIG. 60 is a flowchart for explaining the payout completion confirmation process in the payout control board 310.
[0583] (Step S2100-1) The payout CPU 310a determines whether the game balls paid out by the payout ball counting switch 316s have been detected and the payout ball counting switch signal has been input. As a result, if it is determined that the payout ball counting switch signal has been input, the process proceeds to step S2100-3, and if it is determined that the payout ball counting switch signal has not been input, the payout completion confirmation process ends.
[0584] (Step S2100-3) The payout CPU 310a increments a ball counter that counts the balls. Note that the ball counter is incremented each time a game ball is paid out as a prize ball and decremented each time a game ball is discharged from the game board 108. Also, the ball counter is updated to a negative value.
[0585] (Step S2100-5) The payout CPU 310a subtracts the payout number set in the payout counter.
[0586] (Step S2100-7) The payout CPU 310a determines whether the payout number of the payout counter updated in step S2100-5 is negative. As a result, if it is determined to be negative, the process proceeds to step S2100-9, and if it is determined not to be negative, the payout completion confirmation process ends.
[0587] (Step S2100-9) The payout CPU 310a transmits an over-payout error main command to the main control board 300 and ends the payout completion confirmation process.
[0588] According to the above payout completion confirmation process, when more game balls than the number of game balls that should be paid out as prize balls are paid out, an over-payout error main command is transmitted to the main control board 300.
[0589] FIG. 61 is a flowchart for explaining the ball determination process in the payout control board 310.
[0590] (Step S2200-1) The payout CPU 310a determines whether a reset payout command has been received. As a result, if it is determined that a reset payout command has been received, the process proceeds to step S2200-3, and if it is determined that a reset payout command has not been received, the process proceeds to step S2200-5.
[0591] (Step S2200-3) The payout CPU 310a resets the ball counter. As a result, when the continuous power-on time exceeds a predetermined time at power-on, and when the date is changed, the ball counter is reset. As a result, for example, in a game arcade, it is not necessary to clear the main RAM 300c every day to reset the ball counter, and complicated work becomes unnecessary. Here, although the RTC 300d is provided on the main control board 300, the RTC may be provided on the payout control board 310.
[0592] (Step S2200-5) The payout CPU 310a loads the counter value of the ball counter and determines whether the number of balls is 90,000 or more. As a result, if it is determined that the number of balls is 90,000 or more, the process proceeds to step S2200-7, and if it is determined that the number of balls is less than 90,000, the process proceeds to step S2200-15.
[0593] (Step S2200-7) The payout CPU 310a transmits an end pre-command to the main control board 300.
[0594] (Step S2200-9) The payout CPU 310a loads the counter value of the ball counter and determines whether the number of balls is 100,000 or more. As a result, if it is determined that the number of balls is 100,000 or more, the process proceeds to step S2200-11, and if it is determined that the number of balls is less than 100,000, the process proceeds to step S2200-15.
[0595] (Step S2200-11) The payout CPU 310a transmits a ball error main command to the main control board 300.
[0596] (Step S2200-13) The payout CPU 310a turns on the launch stop flag and ends the ball determination process. Although it will be described in detail later, when the launch stop flag is turned on, a process of stopping the launch of the game balls is executed.
[0597] (Step S2200-15) The dispensing CPU 310a determines whether it has received an out ball detection and dispensing designation command. As a result, if it determines that it has received the out ball detection and dispensing designation command, the process proceeds to step S2200-17. If it determines that it has not received the out ball detection and dispensing designation command, the ball difference determination process ends.
[0598] (Step S2200-17) The dispensing CPU 310a decrements the ball difference counter and ends the ball difference determination process.
[0599] FIG. 62 is a flowchart for explaining the emission control process on the dispensing control board 310.
[0600] (Step S2300-1) The dispensing CPU 310a determines whether the emission stop flag is on. As a result, if it determines that the emission stop flag is on, the process proceeds to step S2300-3. If it determines that the emission stop flag is not on, the emission control process ends.
[0601] (Step S2300-3) The dispensing CPU 310a stops the emission permission signal and ends the emission control process. The emission permission signal is output to the emission control circuit 320. In the emission control circuit 320, the solenoid 112c for emission is energized only while the emission permission signal is being input. That is, when the emission permission signal is stopped, the emission control circuit 320 de-energizes the solenoid 112c for emission.
[0602] According to the above-described launch control process, when the number of balls reaches 100,000, the launch of the game balls is stopped, and thereafter, it becomes impossible to launch the game balls. Although detailed description is omitted, after the number of balls reaches 100,000, when the power of the gaming machine 100 is turned off, the power of the gaming machine 100 is turned on again, and when the gaming machine shifts to a playable state, the launch stop flag becomes off and a launch permission signal is output. Therefore, once the number of balls reaches 100,000, the game cannot be restarted unless the power is turned off.
[0603] FIG. 63 is a flowchart for explaining the lending device control process in the payout control board 310.
[0604] (Step S2400-1) The payout CPU 310a determines whether the launch stop flag is on. As a result, if it is determined that the launch stop flag is on, the process proceeds to step S2400-3, and if it is determined that the launch stop flag is not on, the lending device control process ends.
[0605] (Step S2400-3) The payout CPU 310a outputs a return button switch on signal to the lending device 400 and ends the lending device control process. The return button switch on signal is originally a signal input to the lending device 400 when the return button is operated. When the return button switch on signal is input, the lending device 400 executes a process of discharging the storage medium. Here, since the return button switch on signal is output, when the number of balls reaches 100,000, the return button is in a forced operation state, and the storage medium is discharged from the lending device 400.
[0606] In this way, the discharge of the storage medium from the lending device 400 also prompts the player to stop the game. In particular, when the number of game balls paid out to the player as prize balls is stored in the storage medium, the discharge of the storage medium from the lending device 400 makes it difficult to continue the game.
[0607] As described above, various processes are executed on the main control board 300, enabling special games and normal games to proceed. During these games, based on commands transmitted from the main control board 300, the sub-control board 330 performs control for executing various effects. Hereinafter, an example will be used to explain the effects executed when the game proceeds appropriately without the occurrence of irregular situations.
[0608] As described above, according to the present embodiment, when the number of bonus balls reaches a predetermined value (in this embodiment, 100,000 as an example), the launch of game balls is stopped and the storage medium is ejected from the lending device 400, making it difficult for the player to continue the game. When the game stops, the player may feel a sense of loss and the effect of the performance may decrease. Therefore, in this embodiment, based on whether the number of bonus balls has reached a specific value (in this embodiment, 90,000 as an example), the performance executed on the main performance display unit 200a is changed to suppress the decrease in the performance effect.
[0609] As described above, in this embodiment, when winning a specific loss while on hold in a non-time-limited game state, the specific symbols X1 and X2, which are specific loss symbols, are selected with probabilities of 80% and 20% respectively.
[0610] FIG. 64 is a diagram for explaining an example of the effect when winning a specific loss. Note that the effect when winning the specific loss symbol shown in FIG. 64 is common for both the case where the number of bonus balls is less than the specific value and the case where the number of bonus balls is equal to or more than the specific value.
[0611] When a major role lottery is conducted in a non-time-limited game state, during the variable display of the symbols on the first special symbol display 160, a variable effect is executed. In the variable effect, various effect images are displayed on the main effect display unit 200a. Then, as shown in FIGS. 64(a) and (b), three effect symbols 210 are variably displayed superimposed on the effect image. Finally, in the variable effect, the three effect symbols 210a, 210b, and 210c are stopped and displayed, and the result of the major role lottery is notified to the player.
[0612] When winning the special symbol X1 in the non-time-saving game state, finally, as shown in FIG. 64(c), the effect symbols 210a, 210b, and 210c stop and are displayed in a losing mode. Then, the game state shifts to a very short-time-saving game state, and thereafter, as shown in FIG. 64(d), in the very short-time-saving game state, the variable effect starts again.
[0613] Also, when winning the special symbol X2 in the non-time-saving game state, finally, as shown in FIG. 64(e), the effect symbols 210a, 210b, and 210c stop and are displayed in a special stop mode. Here, the effect symbols 210a, 210b, and 210c marked with "time-saving" stop and are displayed, suggesting to the player that the game state will shift to the time-saving game state. Then, the game state shifts to the time-saving game state (the third time-saving game state), and thereafter, as shown in FIG. 64(f), in the third time-saving game state, the variable effect starts again. When the game state is set to the third time-saving game state, as shown in FIG. 64(f), an arrow image (hereinafter referred to as the right strike display) prompting the player to strike right is displayed. Also, as shown in FIG. 64(f), a remaining number display suggesting the remaining number of time-saving times is displayed. As described above, in the third time-saving game state, the number of time-saving times is set to 10,000 times, and substantially, it will win a minor hit based on the special 2 hold, so in the remaining number display, an image marked with "remaining ∞" is displayed.
[0614] As described above, in this embodiment, when winning a minor hit with the special 1 hold in the non-time-saving game state or the very short-time-saving game state, the specific symbols Z1 and Z2, which are minor hit symbols, win with probabilities of 99% and 1% respectively.
[0615] FIG. 65 is a first diagram for explaining an example of the effect when winning a minor hit. Note that FIG. 65 shows the effect when winning a minor hit in the non-time-saving game state or the very short-time-saving game state. The effect when winning a minor hit in the non-time-saving game state or the very short-time-saving game state is common for the case where the difference ball is less than a specific value and the case where the difference ball is equal to or more than the specific value.
[0616] In the non-time-saving game state or the micro-time-saving game state, when a big winning combination lottery is conducted and the special symbol Z1 is won, finally, as shown in FIGS. 64(a) and (b), the effect symbols 210a, 210b, and 210c with even numerical values are stopped and displayed.
[0617] When a special symbol is stopped and displayed on the first special symbol display 160, a small win game is started.
[0618] In the small win game, first, it enters a standby state (hereinafter referred to as the opening period) for the opening time, and when the opening time elapses, the first round game in which the big winning opening is controlled to open and close is executed.
[0619] When the opening period starts, the execution of the normal round effect is started. The normal round effect includes the normal opening effect and the normal video display effect described later.
[0620] When the opening period starts, as shown in FIG. 65(c), the normal opening effect in which the normal opening image marked with "1500 BONUS" is displayed is executed. Also, as shown in FIG. 65(c), the right strike display is shown.
[0621] Then, when the first round game in the small win game starts, as shown in FIG. 65(d), the normal video display effect in which the normal video is played on the main effect display unit 200a is executed. Also, at this time, on the main effect display unit 200a, as shown in FIGS. 65(d) and (e), the number 1500, which is the number of game balls with guaranteed acquisition, is shown in the denominator, and the number of game balls acquired so far is shown in the numerator. Hereinafter, the effect of notifying the number of game balls displayed on the main effect display unit 200a is called the specific display effect.
[0622] Then, when a game ball enters the specific area 140b in the small win game (the first round game) and wins the double big win, a big winning combination game is executed following the small win game, and the second round game is executed.
[0623] The normal image display performance and the specific display performance are continuously displayed until the 10th round of the game ends.
[0624] When the 10th round of the game ends, the execution of the normal round performance ends, and it enters a standby state (hereinafter referred to as the ending period) for the ending time. During this ending period, as shown in FIG. 65(f), a chance mode entry performance in which "Chance Mode Entry" is displayed is executed. The chance mode entry performance suggests the game state set after the big winning game ends. Here, it is suggested that the first time-saving game state is set after the big winning game ends.
[0625] Then, the game state shifts to the first time-saving game state, and thereafter, as shown in FIG. 65(g), in the first time-saving game state, a variable performance is started. When the game state is set to the first time-saving game state, as shown in FIG. 65(g), a right strike display is shown. Also, as shown in FIG. 65(g), a remaining number display indicating the remaining number of time-saving times is shown.
[0626] FIG. 66 is a second diagram for explaining an example of the performance at the time of a small win. FIG. 67 is a third diagram for explaining an example of the performance at the time of a small win. Note that FIGS. 66 and 67 show a series of performances when winning a small win in a non-time-saving game state or a slightly time-saving game state. A series of performances when winning a small win in the non-time-saving game state or the slightly time-saving game state shown in FIGS. 66 and 67 are common whether the difference ball is less than a specific value or the difference ball is greater than or equal to the specific value.
[0627] In the non-time-saving game state or the slightly time-saving game state, a big winning lottery is conducted. When winning the special symbol Z2, finally, as shown in FIGS. 64(a) and (b), the performance symbols 210a, 210b, 210c with odd numerical values are stopped and displayed.
[0628] When the special symbol is stopped and displayed on the first special symbol display 160, the small win game starts.
[0629] When the opening period of the minor winning game starts, the execution of the special round performance is started. The special round performance includes a special opening performance and a special video display performance, which will be described later.
[0630] When the opening period starts, as shown in FIG. 66(c), a special opening performance is executed in which a special opening image marked with "3000 BONUS" is displayed. Also, as shown in FIG. 66(c), a right-handed display is shown.
[0631] Then, when the first round game in the minor winning game starts, as shown in FIG. 66(d), a special video display performance is executed in which a special video is played on the main performance display unit 200a. Also, at this time, on the main performance display unit 200a, as shown in FIGS. 66(d) and (e), a specific display performance is executed in which the number 3000, which is the number of game balls whose acquisition is guaranteed, is the denominator and the number of game balls acquired so far is the numerator.
[0632] Then, when a game ball enters the specific area 140b in the minor winning game (the first round game) and wins the two-kind big win, a big role game is executed following the minor winning game, and the second round game is executed.
[0633] Then, when the 10th round game ends, the ending period starts. During this ending period, the special video display performance and the specific display performance are continuously executed.
[0634] When the ending time elapses and the ending period ends, the game state transitions to the second time-short game state. In the second time-short game state, a big role lottery based on the special 2 reservation is conducted, and the symbol variation display is performed on the second special symbol display 162. In the big role lottery based on the special 2 reservation, the probability of winning the minor win is about 1 / 120.0. Also, in the second time-short game state, the time-short number is set to 10000 times, and the minor win time-short end operation number is set to 1 time.
[0635] Among the small winning symbols that can be won by the special second retention, special symbols Z3 and Z4 are provided. All of these are small winning symbols that can result in two types of big wins. When a player wins on these small winning symbols, the player can obtain 1,500 game balls.
[0636] Therefore, the second short game state will continue substantially until winning on the special symbols Z3 and Z4. Also, although detailed explanations are omitted, in the second short game state, the symbol variation time on the second special symbol display 162 when the special symbol is determined is all 0.5 seconds. Therefore, during the second short game state, by continuously firing game balls by the player towards the second game area 116b, big role lotteries based on the special second retention are continuously executed until winning on the special symbols Z3 and Z4.
[0637] During this time, a special video is continuously played, and the result of the big role lottery is notified by the production symbol 210. However, during the second short game state, as shown in FIGS. 66(f), (g), FIGS. 67(a), (b), the production symbol 210 is displayed small in the upper right of the main production display section 200a (hereinafter referred to as the mini production symbol). When not winning on the special symbols Z3 and Z4, as shown in FIGS. 66(f), (g), different numbers are marked on the three production symbols 210. On the other hand, when winning on the special symbols Z3 and Z4, as shown in FIGS. 67(a), (b), the same number is marked on the three production symbols 210.
[0638] Thus, when the small winning symbol at the first win is the special symbol Z2, in other words, in a state where the execution of two big role games is promised, the period between the first big role game and the second big role game becomes the second short game state. In this second short game state, the special video continues to be played continuously from the first big role game, and also the display of the specific display production and the right hit display continues. Therefore, even during the second short game state, an impression is given as if the big role game is continuing.
[0639] When winning on special symbols Z3 and Z4 in the second short game state, as shown in FIGS. 67(c) and (d), the second minor win game and the big winning combination game are executed.
[0640] When winning on special symbol Z3 in the second short game state, the player can obtain 1,500 game balls in the minor win game and the big winning combination game. However, after the end of the big winning combination game, the first short game state is set. The first short game state aims to win on special symbols Z3 and Z4 in 110 big winning combination lotteries by means of special 2 holdovers. If the player does not win on special symbols Z3 and Z4 during this period, it is considered a short game miss and the game shifts to the non-short game state. That is to say, the first short game state can be said to be a state where the next minor win and the two major wins are not guaranteed. Therefore, as shown in FIG. 67(e), when transitioning to the ending period of the second big winning combination game, a chance mode entry effect that displays "Chance Mode Entry" is executed. The chance mode entry effect suggests the game state set after the end of the big winning combination game. Here, it is suggested that the first short game state is set after the end of the big winning combination game.
[0641] Then, the game state transitions to the first short game state, and thereafter, as shown in FIG. 67(f), in the first short game state, a variable effect is started. At this time, the background image and the effect symbols 210a, 210b, 210c displayed on the main effect display unit 200a and the BGM output from the audio output device 206 are executed in a chance mode exclusive mode that suggests that the game state is set to the first game state.
[0642] In addition, when winning on special symbol Z4 in the second short game state, a predetermined additional effect is executed. Although the content of the additional effect is omitted in the illustration, the additional effect suggests the number of game balls that can be obtained. For example, an effect of adding 1,500 to the number of game balls that can be obtained is executed.
[0643] FIG. 68 is a fourth diagram for explaining an example of the effect at the time of a minor winning. In FIG. 68, the effects at the time of a minor winning in the first short game state and the third short game state are shown. Note that the effects at the time of a minor winning in the first short game state and the third short game state are common when the winning minor symbol is the special symbol Z3, whether the difference ball is less than a specific value or the difference ball is greater than or equal to the specific value. On the other hand, although details will be described later, when the winning minor symbol is the special symbol Z4, it is different whether the difference ball is less than a specific value or the difference ball is greater than or equal to the specific value.
[0644] Note that in the first short game state and the third short game state, since only the number of times displayed by the remaining number display is different, the case of the first short game state will be described below.
[0645] In the first short game state, a major role lottery is conducted. When winning the special symbol Z3, as shown in FIGS. 68(a) and (b), finally, the effect symbols 210a, 210b, and 210c with even numerical values are stopped and displayed.
[0646] Then, when the special symbol is stopped and displayed on the first special symbol display 160, the minor winning game is started. Then, as shown in FIGS. 68(c) to 68(e), the execution of the above-described normal round effect is started.
[0647] Then, when the 10th round game ends and this ending period starts, as shown in FIG. 68(f), the chance mode entry effect is executed.
[0648] Then, the game state shifts to the first short game state, and then, as shown in FIG. 68(g), in the first short game state, the variable effect is started. At this time, the background image and the effect symbols 210a, 210b, 210c displayed on the main effect display unit 200a and the BGM output from the audio output device 206 are executed in a chance mode dedicated mode suggesting that the game state is set to the first short game state.
[0649] FIG. 69 is a fifth diagram for explaining an example of the effect at the time of a minor win. FIG. 70 is a sixth diagram for explaining an example of the effect at the time of a minor win. In FIGS. 69 and 70, when the difference ball is less than a specific value and a special symbol Z4 which is a minor winning symbol is won in the first short game state or the third short game state, a series of effects are shown.
[0650] When the difference ball is less than a specific value and a special symbol Z4 which is a minor winning symbol is won in the first short game state or the third short game state, as shown in FIGS. 69(a) and (b), finally, effect symbols 210a, 210b, and 210c with odd numerical values are stopped and displayed.
[0651] Then, when a special symbol is stopped and displayed on the first special symbol display 160, the minor win game starts. And as shown in FIGS. 69(c) to (g) and FIGS. 70(a) to 69(e), from the start of the opening period of the first minor win game to the end of the 10th round game in the second big win game, the above-described special round effect is executed. And when shifting to the ending period of the second big win game, as shown in FIG. 70(e), a chance mode entry effect displayed as "Chance Mode Entry" is executed. In the chance mode entry effect, the game state set after the big win game is suggested. And the game state shifts to the first short game state, and then, as shown in FIG. 70(f), in the first short game state, a variable effect is started. At this time, the background image and the effect symbols 210a, 210b, 210c displayed on the main effect display unit 200a and the BGM output from the audio output device 206 are executed in a chance mode dedicated mode suggesting that the game state is set to the first game state.
[0652] FIG. 71 is a seventh diagram for explaining an example of the effect at the time of a minor win. FIG. 72 is a diagram showing an example of the effect in the second short game state. In FIG. 71, when the minor winning symbol won in the first short game state and the third short game state is the special symbol Z4 and the difference ball is greater than or equal to a specific value, a series of effects are shown.
[0653] In the first short game state and the third short game state, only the number of times displayed by the remaining number of times display is different. Therefore, the case of the first short game state will be described below.
[0654] When the difference ball is equal to or greater than a specific value, in the first short game state, a big winning lottery is conducted. If the special symbol Z4 is won, as shown in FIGS. 71(a) and (b), finally, the effect symbols 210a, 210b, and 210c with even numerical values are stopped and displayed.
[0655] When the special symbol is stopped and displayed on the first special symbol display 160, the small winning game is started. Then, as shown in FIGS. 71(c) to 71(e), the execution of the above-described normal round effect is started.
[0656] When the 10th round game ends and this ending period starts, as shown in FIG. 68(f), the chance mode entry effect is executed.
[0657] Then, the game state shifts to the second short game state. After that, as shown in FIG. 71(g), in the second short game state, the variable effect is started. That is, when the difference ball is equal to or greater than a specific value, in the first short game state, a big winning lottery is conducted. If the special symbol Z4 is won, although the game state after the big winning game actually shifts to the second short game state where it is guaranteed to win the special symbols Z3 and Z4, it will be suggested as if it has shifted to the first short game state. At this time, the background image and the effect symbols 210a, 210b, 210c displayed on the main effect display unit 200a and the BGM output from the audio output device 206 are executed in a chance mode exclusive mode suggesting that the game state is set to the first game state.
[0658] Then, as shown in FIGS. 72(a) and (b), in the second short game state, 110 fluctuations are completed. After that, as shown in FIG. 72(c), when the 121st fluctuation starts, the number displayed by the remaining number display switches to an image marked with "remaining ∞", and the player is notified that the actual game state is the second short game state.
[0659] As described above, in the present embodiment, when the number of difference balls reaches 100,000, the firing of game balls is stopped, and thereafter, it becomes impossible to fire game balls. Therefore, once the execution of two big winning games is promised, that is, after the execution of the special round production, before the player obtains the originally promised 3,000 prize balls, if the number of difference balls reaches 100,000 and the firing of game balls is stopped, and thereafter, it becomes impossible to fire game balls, the sense of loss felt by the player will become extremely large. Therefore, in the present embodiment, as described above, when the number of difference balls is equal to or more than a specific value, a big winning lottery is conducted in the first short game state or the third short game state, and when winning the special symbol Z4, finally, the production symbols 210a, 210b, 210c marked with even numerical values stop being displayed, and thereafter, the normal round production is executed. Thereby, it becomes possible to reduce the sense of loss felt by the player when the number of difference balls reaches 100,000, the firing of game balls is stopped, and thereafter, it becomes impossible to fire game balls. Thereby, it becomes possible to suppress the deterioration of the production effect.
[0660] Also, as described above, since the first short game state is a state where the next small win and the two big wins are not promised, if there is a suggestion as if the player has shifted to the first short game state, the player will play the game with a sense of tension. Then, when 110 fluctuations are completed, although the player once has a strong sense of loss, when the 121st fluctuation starts, the number displayed by the remaining number display will switch to an image marked with "remaining ∞". Thereby, it is possible to suppress the occurrence of a contradiction in the production and to give the player a sense of relief.
[0661] Next, the processing in the sub-control board 330 for executing the above-described effects will be described. Note that hereinafter, the processing in the sub-control board 330 that is not related to the above-described effects will be omitted from the description.
[0662] (Sub-CPU Initialization Processing of Sub-Control Board 330) FIG. 73 is a flowchart for explaining the sub-CPU initialization processing (S1000) of the sub-control board 330.
[0663] (Step S1000-1) Upon power-on, the sub-CPU 330a reads a CPU initialization processing program from the sub-ROM 330b and performs initialization and setting processing of flags and the like stored in the sub-RAM 330c.
[0664] (Step S1000-3) Next, the sub-CPU 330a performs processing to update each effect random number, and thereafter, repeatedly performs the processing of step S1000-3 until interrupt processing is performed. Note that a plurality of types of effect random numbers are provided, and here, each effect random number is updated asynchronously.
[0665] (Sub-Timer Interrupt Processing of Sub-Control Board 330) FIG. 74 is a flowchart for explaining the sub-timer interrupt processing (S1100) of the sub-control board 330. The sub-control board 330 is provided with a reset clock pulse generation circuit (not shown) that generates clock pulses at a predetermined cycle (30 times per second). Then, due to the generation of clock pulses by this reset clock pulse generation circuit, the sub-CPU 330a reads a timer interrupt processing program and starts the sub-timer interrupt processing.
[0666] (Step S1100-1) The sub-CPU 330a saves the registers.
[0667] (Step S1100-3) The sub-CPU 330a performs a process to permit interrupts.
[0668] (Step S1100-5) The sub-CPU 330a performs an update process for various timer counters used in the sub-control board 330. Here, unless otherwise specified, the various timer counters are each decremented by 1 every time the sub-timer interrupt process of the sub-control board 330 is performed, and when they reach 0, the decrementing stops.
[0669] (Step S1200) The sub-CPU 330a analyzes the commands stored in the reception buffer of the sub-RAM 330c and performs various processes according to the received commands. In the sub-control board 330, when a command is transmitted from the main control board 300, a command reception interrupt process is performed, and the command transmitted from the main control board 300 is stored in the reception buffer. Here, the commands stored in the reception buffer by the command reception interrupt process will be analyzed.
[0670] (Step S1100-7) The sub-CPU 330a performs a time schedule management process of referring to the time table and executing a process corresponding to the relevant time stored in the time table. Here, based on the time data set in the time table, by turning various flags on and off, or by transmitting commands to each effect device, the execution of each effect including variable effects and major role effects will be controlled.
[0671] (Step S1100-9) The sub-CPU 330a restores the register and ends the sub-timer interrupt process.
[0672] FIG. 75 is a flowchart for explaining the variable command reception process that is executed when a variable command is received in the above command analysis process. As described above, after the variable command is set in steps S612-13 and S612-17 in FIG. 36 in the main control board 300, it is transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 21) in step S100-65.
[0673] (Step S1220-1) When the sub-CPU 330a receives a variable command, it first analyzes and stores the received variable pattern command.
[0674] (Step S1220-3) The sub-CPU 330a obtains the rendering random number (0 to 249) updated in step S1000-3 above, and determines and stores the execution pattern of the latter half of the variable rendering based on the obtained rendering random number and the analysis result in step S1220-1 above.
[0675] (Step S1220-5) The sub-CPU 330a analyzes and stores the received variable mode command.
[0676] (Step S1220-7) The sub-CPU 330a obtains the rendering random number (0 to 249) updated in step S1000-3 above, and determines and stores the execution pattern of the first half of the variable rendering based on the obtained rendering random number and the analysis result in step S1220-5 above.
[0677] (Step S1220-9) The sub-CPU 330a determines whether to execute a specific rendering in the variable rendering. As a result, if it is determined to execute the specific rendering, the process proceeds to step S1220-11, and if it is determined not to execute the specific rendering, the process proceeds to step S1220-13. Note that the determination of whether to execute the specific rendering is made by determining the type of the variable pattern command.
[0678] (Step S1222) The sub-CPU 330a executes a production symbol stop mode determination process. Details of this production symbol stop mode determination process will be described later.
[0679] (Step S1224) The sub-CPU 330a executes a remaining number display update process. Details of this remaining number display update process will be described later.
[0680] (Step S1220-11) Based on the determinations in the above steps, the sub-CPU 330a sets the time data of the time table and ends the variable command reception process. Note that based on the time table set here, in the above step S1100-7, processes such as displaying a variable production image on the main production display unit 200a, outputting a sound corresponding to the variable production image, operating the production prop device 202, and lighting the production lighting device 204 will be performed.
[0681] FIG. 80 is a flowchart for explaining the production symbol stop mode determination process in the sub-control board 330.
[0682] (Step S1222-1) Based on the analysis result of the above step 1220-1, the sub-CPU 330a determines whether the result of the big symbol lottery is a small win. As a result, if it is determined that it is a small win, the process proceeds to step S1222-3, and if it is determined that it is not a small win, the process proceeds to step S1222-15.
[0683] (Step S1222-3) Based on the analysis result of the above step 1220-1, the sub-CPU 330a determines whether the winning special symbol is special symbol Z1 or Z3. As a result, if it is determined that the winning special symbol is special symbol Z1 or Z3, the process proceeds to step S1222-5, and if it is determined that the winning special symbol is not special symbol Z1 or Z3, the process proceeds to step S1222-7.
[0684] (Step S1222-5) The sub-CPU 330a finally determines a first stop mode in which the effect symbols 210a, 210b, and 210c with even numerical values are stopped and displayed.
[0685] (Step S1222-7) The sub-CPU 330a determines whether the current game state is a non-time-limited game state or a slightly time-limited game state. As a result, if it is determined that the current game state is a non-time-limited game state or a slightly time-limited game state, the process proceeds to step S1222-13, and if it is determined that the current game state is not a non-time-limited game state or a slightly time-limited game state, the process proceeds to step S1222-9.
[0686] (Step S1222-9) The sub-CPU 330a determines whether an end flag indicating that an end command has already been received is on. If it is determined that the end flag is on, the process proceeds to step S1222-11, and if it is determined that the end flag is off, the process proceeds to step S1222-13.
[0687] (Step S1222-11) The sub-CPU 330a finally determines a first stop mode in which the effect symbols 210a, 210b, and 210c with even numerical values are stopped and displayed.
[0688] (Step S1222-13) The sub-CPU 330a finally determines a second stop mode in which the effect symbols 210a, 210b, and 210c with odd numerical values are stopped and displayed.
[0689] (Step S1222-15) The sub-CPU 330a determines whether the result of the big winning combination lottery is a specific loss. As a result, if it is determined that it is a specific loss, the process proceeds to step S1222-17, and if it is determined that it is not a specific loss, the process proceeds to step S1222-23.
[0690] (Step S1222-17) The sub-CPU 330a determines whether the current game state is a non-time-limited game state. As a result, if it is determined that the current game state is a non-time-limited game state, the process proceeds to step S1222-19, and if it is determined that the current game state is not a non-time-limited game state, the process proceeds to step S1222-23.
[0691] (Step S1222-19) The sub-CPU 330a determines whether the winning special symbol is the special symbol X2. As a result, if it is determined that the winning special symbol is the special symbol X2, the process proceeds to step S1222-21, and if it is determined that the winning special symbol is not the special symbol X1, the process proceeds to step S1222-23.
[0692] (Step S1222-21) Finally, the sub-CPU 330a determines a special stop mode in which the effect symbols 210a, 210b, and 210c marked with "time limit" are stopped and displayed.
[0693] (Step S1222-23) Finally, the sub-CPU 330a determines a losing stop mode in which the effect symbols 210a, 210b, and 210c are stopped and displayed in a losing mode.
[0694] Figure 77 is a flowchart for explaining the remaining number display update process on the sub-control board 330.
[0695] (Step S1224-1) The sub-CPU 330a determines whether the current game state is the first time-limited game state. As a result, if it is determined that the current game state is the first time-limited game state, the process proceeds to step S1224-3, and if it is determined that the current game state is not the first time-limited game state, the process proceeds to step S1224-7.
[0696] (Step S1224-3) The sub-CPU 330a decrements the counter value of the remaining-times display counter that indicates the remaining times to be displayed in the remaining-times display.
[0697] (Step S1224-5) The sub-CPU 330a updates the remaining times to be displayed in the remaining-times display based on the counter value of the remaining-times display counter updated in the above step S1224-3.
[0698] (Step S1224-7) The sub-CPU 330a determines whether the current game state is the second short-time game state. As a result, if it is determined that the current game state is the second short-time game state, the process proceeds to step S1224-9, and if it is determined that the current game state is not the second short-time game state, the process proceeds to step S1224-17.
[0699] (Step S1224-9) The sub-CPU 330a determines whether the value of the remaining-times display counter is greater than 0. As a result, if it is determined that the value of the remaining-times display counter is greater than 0, the process proceeds to step S1224-11, and if it is determined that the value of the remaining-times display counter is not greater than 0, the process proceeds to step S1224-15.
[0700] (Step S1224-11) The sub-CPU 330a decrements the counter value of the remaining-times display counter.
[0701] (Step S1224-13) The sub-CPU 330a updates the remaining times to be displayed in the remaining-times display based on the counter value of the remaining-times display counter updated in the above step S1224-11.
[0702] (Step S1224-15) The sub-CPU 330a determines whether the special round production flag indicating that the special round production is in progress is off. As a result, if it is determined that the special round production flag is off, the process proceeds to step S1224-19, and if it is determined that the special round production flag is on, the remaining number of times display update process is terminated.
[0703] (Step S1224-17) The sub-CPU 330a determines whether the current game state is the third short game state. As a result, if it is determined that the current game state is the third short game state, the process proceeds to step S1224-19, and if it is determined that the current game state is not the third short game state, the remaining number of times display update process is terminated.
[0704] (Step S1224-19) The sub-CPU 330a displays an image marked with "remaining ∞" as the remaining number of times display, and terminates the remaining number of times display update process.
[0705] FIG. 78 is a flowchart for explaining the special figure stop designation command reception process executed when the special figure stop designation command is received in the above command analysis process. As described above, the special figure stop designation command is transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 21) in step S100-65 after being set in the main control board 300 in step S620-19.
[0706] (Step S1230-1) The sub-CPU 330a acquires the final stop modes of the production symbols 210a, 210b, and 210c determined in step 1222 above.
[0707] (Step S1230-3) Based on the final stop modes of the production symbols 210a, 210b, and 210c acquired in step 1230-1 above, the sub-CPU 330a performs the stop display of the production symbols 210a, 210b, and 210c, and terminates the special figure stop designation command reception process.
[0708] FIG. 79 is a flowchart for explaining the pre-end specified command reception process that is executed when a pre-end specified command is received in the above command analysis process. As described above, after the pre-end specified command is set in the main control board 300 at step S800-3, it is transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 21) at step S100-65.
[0709] (Step S1240-1) The sub-CPU 330a turns on the pre-end flag and ends the pre-end specified command reception process.
[0710] FIG. 80 is a flowchart for explaining the opening specified command reception process that is executed when an opening specified command is received in the above command analysis process. As described above, after the opening specified command is set in the main control board 300 at step S630-21, it is transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 21) at step S100-65.
[0711] (Step S1250-1) The sub-CPU 330a determines whether the gaming state at the time of a small win is a non-time-limited gaming state or a slightly time-limited gaming state. As a result, if it is determined that the gaming state at the time of a small win is a non-time-limited gaming state or a slightly time-limited gaming state, the process proceeds to step S1250-3, and if it is determined that the gaming state at the time of a small win is not a non-time-limited gaming state or a slightly time-limited gaming state, the process proceeds to step S1250-11.
[0712] (Step S1250-3) The sub-CPU 330a determines whether it is the start of a small hit game based on the special symbol Z1 or Z3. As a result, if it is determined that it is the start of a small hit game based on the special symbol Z1 or Z3, the process proceeds to step S1250-5, and if it is determined that it is not the start of a small hit game based on the special symbol Z1 or Z3, the process proceeds to step S1250-7.
[0713] (Step S1250-5) The sub-CPU 330a determines the start of the normal round performance and ends the opening designation command reception process.
[0714] (Step S1250-7) The sub-CPU 330a determines the start of the special round performance.
[0715] (Step S1250-9) The sub-CPU 330a turns on the special round performance in-progress flag indicating that the special round performance is in progress and ends the opening designation command reception process.
[0716] (Step S1250-11) The sub-CPU 330a determines whether the special round performance in-progress flag is on. As a result, if it is determined that the special round performance in-progress flag is on, the process proceeds to step S1250-13, and if it is determined that the special round performance in-progress flag is off, the process proceeds to step S1250-21.
[0717] (Step S1250-13) The sub-CPU 330a determines whether it is the start of a small hit game based on the special symbol Z1 or Z3. As a result, if it is determined that it is the start of a small hit game based on the special symbol Z1 or Z3, the process proceeds to step S1250-15, and if it is determined that it is not the start of a small hit game based on the special symbol Z1 or Z3, the process proceeds to step S1250-17.
[0718] (Step S1250-15) The sub-CPU 330a determines the continuation of the special round performance and ends the opening designated command reception process.
[0719] (Step S1250-17) The sub-CPU 330a determines the execution of a predetermined additional performance.
[0720] (Step S1250-19) The sub-CPU 330a determines the continuation of the special round performance and ends the opening designated command reception process.
[0721] (Step S1250-21) The sub-CPU 330a determines whether it is the start of a small win game based on the special symbol Z1 or Z3. As a result, if it is determined that it is the start of a small win game based on the special symbol Z1 or Z3, the process proceeds to step S1250-23, and if it is determined that it is not the start of a small win game based on the special symbol Z1 or Z3, the process proceeds to step S1250-25.
[0722] (Step S1250-23) The sub-CPU 330a determines the start of the normal round performance and ends the opening designated command reception process.
[0723] (Step S1250-25) The sub-CPU 330a determines whether the pre-end flag is off. As a result, if it is determined that the pre-end flag is off, the process proceeds to step S1250-27, and if it is determined that the pre-end flag is on, the process proceeds to step S1250-31.
[0724] (Step S1250-27) The sub-CPU 330a determines the start of the special round performance.
[0725] (Step S1250-29) The sub-CPU 330a turns on the special round production flag and ends the opening designated command reception process.
[0726] (Step S1250-31) The sub-CPU 330a determines the start of the normal round production and ends the opening designated command reception process.
[0727] FIG. 81 is a flowchart for explaining the opening designated command reception process executed when a big winning opening designated command is received in the above command analysis process. As described above, after the opening designated command is set in the main control board 300 at step S500-9, it is transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 21) at step S100-65.
[0728] (Step S1260-1) The sub-CPU 330a executes a specific display update process for updating the number of game balls indicated by a specific display production and ends the big winning opening designated command reception process.
[0729] FIG. 82 is a flowchart for explaining the ending designated command reception process executed when an ending designated command is received in the above command analysis process. As described above, after the ending designated command is set in the main control board 300 at step S660-25, it is transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 21) at step S100-65.
[0730] (Step S1270-1) The sub-CPU 330a determines whether the execution condition for the chance mode entry production is satisfied. As a result, if it is determined that the execution of the chance mode entry production is satisfied, the process proceeds to step S1270-3, and if it is determined that the execution of the chance mode entry production is not satisfied, the process proceeds to step S1270-11.
[0731] For example, when a normal round performance is being executed, it is determined that the execution of the chance mode entry performance is established.
[0732] Also, for example, when a special round performance is being executed and the game state after the end of the big role game is set to the first short game state, it is determined that the execution of the chance mode entry performance is established.
[0733] Also, for example, when a special round performance is being executed and the game state after the end of the big role game is set to the second short game state, if the pre - end flag is off, it is determined that the execution of the chance mode entry performance is not established.
[0734] Also, for example, when a special round performance is being executed and the game state after the end of the big role game is set to the second short game state, if the pre - end flag is on, it is determined that the execution of the chance mode entry performance is established.
[0735] (Step S1270 - 3) The sub - CPU 330a determines whether the special round performance in - progress flag is on. As a result, if the special round performance in - progress flag is on, the process moves to step S1270 - 5, and if the special round performance in - progress flag is off, the process moves to step S1270 - 7.
[0736] (Step S1270 - 5) The sub - CPU 330a turns off the special round performance in - progress flag.
[0737] (Step S1270 - 7) The sub - CPU 330a determines the end of the specific display.
[0738] (Step S1270 - 9) The sub - CPU 330a determines the execution of the chance mode entry performance and ends the reception processing of the ending designation command.
[0739] (Step S1270-11) The sub-CPU 330a determines the continuation of the special round production and ends the ending designation command reception process.
[0740] FIG. 83 is a flowchart for explaining a game state change designation command that is executed when a game state change designation command is received in the above command analysis process. As described above, the game state change designation command is set in the main control board 300 at step S631-23, step S632-15, and step S670-5, and then transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 21) at step S100-65.
[0741] (Step S1280-1) The sub-CPU 330a determines whether the game state changes to the third short game state based on the received game state change designation command. As a result, if it is determined that the game state changes to the third short game state, the process proceeds to step S1280-3, and if it is determined that the game state does not change to the third short game state, the process proceeds to step S1280-5.
[0742] (Step S1280-3) The sub-CPU 330a sets 0 in the remaining number display counter.
[0743] (Step S1280-5) The sub-CPU 330a determines whether the game state changes to the first short game state based on the received game state change designation command. As a result, if it is determined that the game state changes to the first short game state, the process proceeds to step S1280-7, and if it is determined that the game state does not change to the first short game state, the process proceeds to step S1280-9.
[0744] (Step S1280-7) The sub-CPU 330a sets 110 in the remaining number display counter.
[0745] (Step S1280-9) The sub-CPU 330a determines whether the game state changes to the second short game state based on the received game state change designation command. As a r...
Claims
1. A game board having a game area where game balls flow down, A launching device for launching game balls into the game area, Determination means for deriving any determination result including a winning result that gives a predetermined game benefit to the player and a losing result that does not give a game benefit when a starting condition is satisfied, Predetermined game execution means for executing a predetermined game in which a big winning opening is opened based on the winning result being derived, A winning opening including the big winning opening provided in the game area, Payout means for paying out game balls to the player based on the entry of game balls into the winning opening, Counting means for counting a count value based on at least the game balls launched into the game area and the game balls paid out to the player, Game stop means for stopping the game based on the count value reaching a predetermined value, Effect execution means for executing an effect, Comprising, The effect execution means, When the count value is less than a specific value that is less than the predetermined value and a first winning result is derived as the determination result, the first effect can be executed, When the count value is less than the specific value and a second winning result is derived as the determination result, the second effect can be executed, When the count value is greater than or equal to the specific value and the first winning result and the second winning result are derived as the determination result, the second effect can be executed, A gaming machine in which the difference between the predetermined value and the specific value is set to be equal to or greater than the total value of the number of game balls that a player can obtain in two of the predetermined games.
2. Comprising game state setting means for setting any game state including at least a specific game state in which a game progress condition is defined such that it is substantially guaranteed that a determination result of a specific winning result is derived on the condition that the game is continuing normally, The game state setting means, Based on at least the first winning result being derived as the determination result, the specific game state can be set, The gaming machine according to claim 1, wherein the difference between the predetermined value and the specific value is set to be equal to or greater than the total value of the number of game balls that a player can obtain in the predetermined game executed based on the first winning result being derived and the number of game balls that a player can obtain in the predetermined game executed based on the specific winning result being derived in the specific game state.
Citation Information
Patent Citations
Display control method, display control program and display control apparatus
JP2020004198A
Game machine
JP2023148019A