Pachinko machine

The gaming machine introduces a dual starting area system with enhanced symbol determination and state transitions to create novel gaming experiences by facilitating easier ball entry and executing special effects, addressing the need for innovative gameplay.

JP7717441B2Active Publication Date: 2025-08-04HEIWA CORP
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Patent Information

Application Number
JP2020016927
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-02-04
Publication Date
2025-08-04
Estimated Expiration
2040-02-04

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative gaming properties that provide new and exciting experiences for players.

Method used

A gaming machine with a starting area comprising a first and second starting area, where entry of a game ball is easier under certain conditions, featuring a normal state and a winning easy state, and includes mechanisms for determining symbols, executing special effects, and transitioning game states based on hold information and symbol determinations.

Benefits of technology

Enables realization of new game properties with enhanced player engagement through varied symbol determination and special effects, providing unique gaming experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007717441000001
    Figure 0007717441000001
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Patent Text Reader

Abstract

To achieve new game properties.SOLUTION: A game machine includes: first state setting means for setting a game state after a the end of the big winning combination game; second state setting means capable of setting a game state to a second game state without going through the big winning combination game, on the basis of the determination of a specific losing symbol; and specific performance executing means capable of executing a specific performance suggesting the setting of the second game state, on the basis of the determination of the specific losing symbol in the first game state.SELECTED DRAWING: Figure 85
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Description

Technical Field

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

Background Art

[0002] Conventionally, hold information is acquired and stored on the condition that a game ball enters a start port. When the start condition is satisfied, a big winning combination lottery is conducted based on the hold information. When winning a big hit in this big winning combination lottery, a big winning combination game is executed, and such a gaming machine is known. In such a gaming machine, the result of the big winning combination lottery is notified to the player by the effect symbols displayed on the effect display unit.

[0003] For example, in Patent Document 1, when a game ball enters the first start port, Special Hold 1 is acquired, and when a game ball enters the second start port, Special Hold 2 is acquired. In the big winning combination lottery based on Special Hold 1, a determination is made as to whether or not a big hit is won, and in the big winning combination lottery based on Special Hold 2, a determination is made as to whether or not to shift to a time-saving game state. A gaming machine is disclosed. Also, for example, Patent Document 2 discloses a gaming machine in which a determination is made as to whether or not to shift to a time-saving game state when a losing symbol is won.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0005] As described above, gaming machines having various gaming properties have been proposed, but there is a demand for a proposal of a new gaming property that has never existed before.

[0006] An object of the present invention is to provide a gaming machine having a new gaming property.

Means for Solving the Problems

[0007] In order to solve the above problems, a gaming machine according to the present invention includes a starting area including a first starting area and a second starting area where entry of a game ball becomes easy when a predetermined condition is satisfied, and is provided with a normal state and a winning easy state in which entry of a game ball into the second starting area is easier than in the normal state. The gaming machine includes a game board on which a game area provided with the starting area and a big winning area is formed, an acquisition means for acquiring first hold information based on entry of a game ball into the first starting area and acquiring second hold information based on entry of a game ball into the second starting area, a symbol determination means for determining a symbol including a winning symbol and a specific losing symbol based on the first hold information or the second hold information, a symbol display means for executing a variation process of stopping and displaying the determined symbol on a symbol display unit after a lapse of a predetermined variation time, a big winning game execution means capable of executing a big winning area opening / closing game in which the big winning area is opened / closed after the winning symbol is stopped and displayed on the symbol display unit, a first state setting means for setting a game state after the end of the big winning area opening / closing game, a second state setting means capable of setting the game state to the winning easy state without going through the big winning area opening / closing game based on determination of the specific losing symbol in the normal state, and capable of executing a specific effect suggesting setting of the winning easy state based on determination of the specific losing symbol. When the winning symbol is determined based on the second hold information, an effect execution means capable of executing a special effect that has a part in common with the specific effect; The symbol determination means is capable of determining the specific losing symbol based on the second hold information without determining the specific losing symbol based on the first hold information. The effect execution means is, When the specific losing symbol is determined based on the second hold information acquired when a game ball enters the second starting area in the normal state, and when the specific losing symbol is determined based on the second hold information acquired during the winning easy state after being changed from the winning easy state to the normal state, the specific effect can be executed during the variation process.

Advantages of the Invention

[0010] According to the present invention, new game properties can be realized.

Brief Description of the Drawings

[0011]

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Modes for Carrying Out the Invention

[0012] With reference to the accompanying drawings, preferred embodiments of the present invention will be described in detail below. 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 avoid redundant description, and elements not directly related to the present invention are not shown.

[0013] To facilitate the understanding of the embodiments of the present invention, first, as a reference example of one type and two types, the mechanical configuration and electrical configuration of a so-called one type and two types hybrid gaming machine, and the specific processing on each substrate will be described. Next, as a production reference example, specific productions executable in a one type and two types hybrid gaming machine and the specific processing related to the production will be described. Thereafter, as an embodiment of the present invention, configurations different from the reference example of one type and two types will be specifically described.

[0014] <Reference Example of One Type and Two Types> FIG. 1 is a perspective view of a gaming machine 100 according to a reference example of one type and two types, 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.

[0015] The middle frame 104, like the outer frame 102, 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 can be visually recognized through the transparent plate 110 from the front side of the gaming machine 100.

[0016] FIG. 2 is a front view of the gaming machine 100 according to one or two reference examples. As shown in this figure, an operation handle 112 protruding 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 shooting operation, a game ball is shot by a shooting mechanism (not shown) with an intensity corresponding to the rotation angle of the operation handle 112. The game ball shot in this way rises between the rails 114a and 114b provided on the game board 108 and is guided to the game area 116.

[0017] 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.

[0018] The game area 116 includes a first game area 116a and a second game area 116b in which the degrees of entry of the game balls differ from each other according to the shooting intensity of the shooting 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 shot with a shooting intensity less than a predetermined intensity by the shooting mechanism enters the first game area 116a, and the game ball shot with a shooting intensity equal to or higher than the predetermined intensity enters the second game area 116b.

[0019] 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 respectively. Note that the number of prize balls may be any number as long as it is one 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.

[0020] Note that, although details will be described 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. When a game ball enters the first start opening 120 or the second start opening 122 and the game ball enters the first start area or the second start area, a lottery is conducted to determine one of a plurality of special symbols provided in advance. Various game benefits such as the availability of a big winning game or a small winning game advantageous to the player 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 a predetermined number of prize balls and, at the same time, an opportunity to obtain the right to receive various game benefits.

[0021] 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.

[0022] Further, 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 ease of entry of game balls into the second starting port 122 is variable. Specifically, the second starting port 122 is provided with the movable piece 122b so that it can be opened and closed. 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. Although the specific configuration of the second starting port 122 is not particularly limited, here, the movable piece 122b is configured to be immersed in the back side of the game board 108 in the closed state and protrude to the front side of the game board 108 in the open state.

[0023] 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 to execute an auxiliary game in which the second starting port 122 is opened. When it is determined to execute the auxiliary game, 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 a normal symbol described later is performed. When winning the 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 the game ball to the second starting port 122, and it becomes easy for the game ball to enter the second starting port 122.

[0024] Further, a first major winning opening 126 and a second major winning opening 128 are provided at the lower part of the game area 116. The first major winning opening 126 and the second major winning opening 128 are arranged at positions where game balls flowing down at least through the second game area 116b can enter. An opening / closing door 126b is provided for the first major winning opening 126 so as to be openable and closable. Normally, the opening / closing door 126b closes the first major winning opening 126, making it impossible for game balls to enter the first major winning opening 126. On the other hand, when the above-described big winning game is executed, the opening / closing door 126b is opened, and the opening / closing door 126b functions as a tray, making it possible for game balls to enter the first major winning opening 126. Then, when a game ball enters the first major winning opening 126, a predetermined number of prize balls are paid out to the player.

[0025] Also, a movable piece 128b is provided for the second major winning opening 128 so as to be openable and closable. Normally, the movable piece 128b closes the second major winning opening 128, making it impossible for game balls to enter the second major winning opening 128. On the other hand, when the above-described minor winning game is executed, the movable piece 128b is opened, and the movable piece 128b functions as a tray, making it possible for game balls to enter the second major winning opening 128. Then, when a game ball enters the second major winning opening 128, a predetermined number of prize balls are paid out to the player. Incidentally, the first major winning opening 126 and the second major winning opening 128 are collectively simply referred to as the major winning opening. A major winning area is provided in the major winning opening, and when a game ball enters the major winning area, a predetermined number of prize balls will be paid out. That is to say, it can also be said that the major winning area is opened and closed in the big winning game or the minor winning game.

[0026] FIG. 3 is a diagram for explaining the second major winning opening 128 according to a first and second reference example. In the second game area 116b, a structure 129 protruding to the front side of the game board 108 is provided. An opening is formed at the upper part of this structure 129, and this opening serves as the second major winning opening 128. A movable piece 128b is provided at the upper part of the structure 129. Normally, as shown in FIG. 3(a), the movable piece 128b is maintained in a closed state closing the second major winning opening 128.

[0027] The movable piece 128b protrudes into the game area 116 where game balls roll and flow down, facing upward of the gaming machine 100. Therefore, when the movable piece 128b is maintained in the closed state, the game balls flowing down 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 such 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.

[0028] When a small hit game described later is executed, the movable piece 128b transitions to the open state in which the second large winning opening 128 is opened. 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 the non-energized state, and the movable piece 128b is held at a position protruding to the front side of the hole in the game board 108, 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 to the rear side of the hole in the game board 108, and the second large winning opening 128 is opened. In this way, in the state where the second large winning opening 128 is opened, game balls enter the second large winning opening 128.

[0029] A guiding path 128d is provided inside the second large winning opening 128, and the second large winning opening 128 is inclined such that the game balls that have entered the second large winning opening 128 are guided to the guiding path 128d. The guiding path 128d is provided with a specific area 140b and a non-specific area 140c each consisting of a hole through which game balls can pass, and the game balls that have entered the second large winning opening 128 are configured to pass through either the specific area 140b or the non-specific area 140c and be discharged to the rear side of the game board 108.

[0030] And, the second big 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 can be switched between a state that allows a game ball to enter the specific area 140b and a state that does not allow a game ball to enter 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.

[0031] 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 big winning opening 126, and the second big winning opening 128 from the game area 116 to the back side of the game board 108.

[0032] And, the gaming machine 100 is provided with an effect display device 200 composed of a liquid crystal display device, an effect accessory device 202 composed of a movable device, an effect lighting device 204 composed of lamps controlled in various lighting modes and emission colors, an audio output device 206 composed of a speaker, and an effect button 208 that accepts the operation of the player as an effect device that performs effects during the progress of the game.

[0033] 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. As shown in the figure, variable displays of performance symbols 210a, 210b, and 210c are performed on this main performance display unit 200a, and a variable performance is executed in which the jackpot lottery result is notified to the player according to the stop display mode of each of these performance symbols 210a, 210b, and 210c. Further, the sub-performance display unit 201a is provided above the main performance display unit 200a, and an auxiliary performance image is displayed during the variable performance.

[0034] The performance accessory device 202 is disposed in front of the main performance display unit 200a and normally retracts 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, and 210c to give the player a sense of expectation of a big win.

[0035] 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.

[0036] 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.

[0037] 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 the operation of the player is received within the operation valid time, various performances are executed according to the operation.

[0038] Note that reference numeral 132 in the figure is the 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 gaming balls from the ball discharge hole to below the lower tray 134.

[0039] 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.

[0040] (Internal configuration of the control means) FIG. 4 is a block diagram showing the internal configuration of control means for controlling the progress of a game according to a first and second reference example.

[0041] The main control board 300 controls the basic operations of the game. This main control board 300 includes a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads out the program stored in the main ROM 300b based on input signals from each detection switch and timer, performs arithmetic processing, directly controls each device and display, or transmits commands to other boards according to the results of the arithmetic processing. The main RAM 300c functions as a data work area during the arithmetic processing of the main CPU 300a.

[0042] The gaming machine 100 according to two reference examples is mainly classified into a special game started by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game started by the game ball passing through the gate 124. And in the main ROM 300b of the main control board 300, various programs for proceeding with the special game and the normal game, as well as various data and tables necessary for various games, are stored.

[0043] Connected to the main control board 300 are a general winning port detection switch 118s for detecting that a game ball has entered the general winning port 118, a first start port detection switch 120s for detecting that a game ball has entered the first start port 120, a second start port detection switch 122s for detecting that a game ball has entered the second start port 122, a gate detection switch 124s for detecting that a game ball has passed through the gate 124, a first major winning port detection switch 126s for detecting that a game ball has entered the first major winning port 126, a second major winning port detection switch 128s for detecting that a game ball has entered the second major winning port 128, a specific area detection switch 140s for detecting that a game ball has entered 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.

[0044] Note that 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 major winning port 126, and the second major 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.

[0045] In addition, on the main control board 300, there are connected a general-purpose electric actuator 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.

[0046] 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 hit notification display 172. The main control board 300 controls the display of each of these displays.

[0047] Also, on 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.

[0048] 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, the gaming machine 100 according to the first and second reference examples stores any one of six levels of set values with different degrees of advantage as a registered set value in the set value buffer, and the game progresses according to the stored registered set value.

[0049] Also, 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.

[0050] Also, on the back surface of the game board 108, a performance display monitor 184 is provided. The main control board 300 displays registered setting values and base ratios on the performance display monitor 184.

[0051] Also, a payout control board 310 and a sub-control board 330 are connected to the main control board 300.

[0052] The payout control board 310 performs control for firing game balls and control for paying out bonus balls. This payout control board 310 also includes a CPU, a ROM, and a RAM, and is connected to the main control board 300 so as to be capable of two-way communication. A game information output terminal board 312 is connected to this payout control board 310, and various 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.

[0053] Also, a payout motor 314 for paying out the game balls stored in the storage section as bonus balls to the player is connected to the payout control board 310. The payout control board 310 controls the payout motor 314 based on a payout number designation command transmitted from the main control board 300 to control the payout of a predetermined number of bonus balls to the player. At this time, the number of game balls paid out is detected by the payout ball counting switch 316s, and it is possible to grasp whether the bonus balls to be paid out have been paid out to the player.

[0054] 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.

[0055] 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.

[0056] Also, 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.

[0057] The sub-control board 330 mainly controls various effects during the game, standby, 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 communicably connected to the main control board 300 in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out the program stored in the sub-ROM 330b based on commands transmitted from the main control board 300, input signals from timers, etc., performs arithmetic processing, and 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.

[0058] Specifically, the sub-control board 330 performs image display control to display images on the main effect display unit 200a and the sub-effect display unit 201a. A large number of various image data to be displayed on the main effect display unit 200a and the sub-effect display unit 201a are stored in the sub-ROM 330b. 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 and the sub-effect display unit 201a.

[0059] Also, the sub-control board 330 controls the movement of the effect 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.

[0060] Note that a power supply board (not shown) is connected to each board, and power is supplied to each board from a commercial power supply via the power supply board. Also, the power supply board is provided with a backup power supply composed of a capacitor. The RTC 330d provided on the sub-control board 330 measures the current time receiving power supply from this backup power supply.

[0061] Figure 5 is an address map of the memory area used by the main CPU 300a according to one or two reference examples. In FIG. 5, the addresses are shown in hexadecimal, and "H" indicates that it is hexadecimal. As shown in FIG. 5, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) assigned to the main ROM 300b and a memory area (F000H to F3FFH) assigned to the main RAM 300c.

[0062] 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). An unused area (2000H to 2BFFH) is provided.

[0063] In the used area of the main ROM 300b, 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 are provided. Note that the used area may not include the unused area (0A8AH to 0FFFH).

[0064] In the unused area of the main ROM 300b, 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 are provided.

[0065] 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 a program is stored.

[0066] 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 for displaying the performance display monitor 184 is being executed.

[0067] 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 a program for controlling the progress of the game. Note that the used area may not include the unused area (F12BH to F1D7H).

[0068] 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 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.

[0069] 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).

[0070] In this way, in the main ROM 300b and the main RAM 300c, the used area used to control the progress of the game and the unused area used to execute processes for performing tests defined by the game machine rules and processes for controlling the display of the performance display monitor 184 are separately provided.

[0071] 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 a program for a process for performing a test defined by the game machine rules or a process for controlling the display of the performance display monitor 184 is being executed.

[0072] 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.

[0073] Next, the game in the gaming machine 100 according to the first and second reference examples will be described in conjunction with various tables stored in the main ROM 300b.

[0074] As described above, the gaming machine 100 according to the first and second reference examples is one in which two types of games, a special game and a normal game, proceed in parallel, and the game proceeds in either a non-time-saving game state or a time-saving game state as the game state when these two games are in progress.

[0075] Details of each gaming state will be described later. The non-time-limited gaming state is a gaming state in which the movable piece 122b is difficult to open and it is difficult for the game balls to enter the second starting port 122. The time-limited gaming state is a gaming state in which the movable piece 122b is easier to open than in the non-time-limited gaming state and it is easier for the game balls to enter the second starting port 122. The initial state of the gaming machine 100 is set to the non-time-limited gaming state.

[0076] When the player operates the operation handle 112 to shoot the game ball into the game area 116 and the game ball flowing down 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 grant the player a gaming benefit. In this big winning combination lottery, if the player wins the big hit or the small hit, the first big winning port 126 and the second big winning port 128 are opened, and a big winning combination game or a small hit game in which the game balls can enter the first big winning port 126 and the second big winning port 128 is executed. Also, after the big winning combination game ends, the gaming state is set to any of the above gaming states. Hereinafter, the big winning combination lottery method will be described.

[0077] As will be described in detail later, when the game ball enters the first starting port 120 or the second starting port 122, various random numbers related to the big winning combination lottery (big 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 symbol hold memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol hold memory area when the game ball enters the first starting port 120 will be collectively referred to as special 1 hold, and the various random numbers stored in the special symbol hold memory area when the game ball enters the second starting port 122 will be collectively referred to as special 2 hold.

[0078] 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 memory parts (first to fourth memory parts). When a game ball enters the first start port 120, the special reservation 1 is sequentially stored from the first memory part of the first special figure reservation memory area. When a game ball enters the second start port 122, the special reservation 2 is sequentially stored from the first memory part of the second special figure reservation memory area.

[0079] For example, when a game ball enters the first start port 120, if no reservation is stored in any of the first to fourth memory parts of the first special figure reservation memory area, the special reservation 1 is stored in the first memory part. Also, for example, when a game ball enters the first start port 120 while the special reservation 1 is stored in the first to third memory parts, the special reservation 1 is stored in the fourth memory part. Similarly, when a game ball enters the second start port 122, the special reservation 2 is stored in the memory part with the smallest number (ordinal number) among the first to fourth memory parts of the second special figure reservation memory area where the special reservation 2 is not stored, in the same manner as above.

[0080] However, the number of special reservations 1 (X1) and the number of special reservations 2 (X2) that can be stored in the first special figure reservation memory area and the second special figure reservation memory area are each set to four. Therefore, for example, when a game ball enters the first start port 120 and four special reservations 1 are already stored in the first special figure reservation memory area, no new special reservation 1 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 reservations 2 are already stored in the second special figure reservation memory area, no new special reservation 2 will be stored due to the entry of the game ball into the second start port 122.

[0081] FIG. 6 is a diagram for explaining a jackpot determination random number determination table according to one or two reference examples. When a game ball enters the first start port 120 or the second start port 122, one jackpot determination random number is obtained from within the range of 0 to 65535. Then, when starting the big combination lottery, that is, when determining the jackpot, the jackpot determination random number determination table is selected according to the game state at that time, and the big combination lottery is performed based on the selected jackpot determination random number determination table and the obtained jackpot determination random number.

[0082] When starting the big combination lottery for Patent 1 on hold, the jackpot determination random number determination table for Patent 1 is referred to. Here, in the one or two reference examples, six levels of setting values with different degrees of advantage are provided, and the jackpot determination random number determination table for Patent 1 is provided for each setting value. During the game, the setting value is set to one of the six levels, and the big combination lottery is performed by referring to the jackpot determination random number determination table corresponding to the currently set setting value (the registered setting value stored in the setting value buffer).

[0083] When the setting value is set to 1 (registered setting value = 1), the big combination lottery is performed by referring to the jackpot determination random number determination table a for Patent 1 shown in FIG. 6(a). According to this jackpot determination random number determination table a, when the jackpot determination random number is 10001 to 10278, it is determined as a jackpot; when the jackpot determination random number is 20001 to 20655, it is determined as a minor win; and when it is other jackpot determination random numbers, it is determined as a loss. Therefore, in this case, the jackpot probability is about 1 / 235.7, and the minor win probability is about 1 / 100.0.

[0084] When the set value is set to 2 (registered set value = 2), a major role lottery is conducted by referring to the special first jackpot determination random number judgment table b shown in Fig. 6(b). According to this special first jackpot determination random number judgment table b, when the jackpot determination random number is from 10001 to 10288, it is determined as a jackpot; when the jackpot determination random number is from 20001 to 20655, it is determined as a minor win; and when it is any other jackpot determination random number, it is determined as a loss. Therefore, in this case, the jackpot probability is approximately 1 / 227.6, and the minor win probability is approximately 1 / 100.0.

[0085] When the set value is set to 3 (registered set value = 3), a major role lottery is conducted by referring to the special first jackpot determination random number judgment table c shown in Fig. 6(c). According to this special first jackpot determination random number judgment table c, when the jackpot determination random number is from 10001 to 10298, it is determined as a jackpot; when the jackpot determination random number is from 20001 to 20655, it is determined as a minor win; and when it is any other jackpot determination random number, it is determined as a loss. Therefore, in this case, the jackpot probability is approximately 1 / 219.9, and the minor win probability is approximately 1 / 100.0.

[0086] When the set value is set to 4 (registered set value = 4), a major role lottery is conducted by referring to the special first jackpot determination random number judgment table d shown in Fig. 6(d). According to this special first jackpot determination random number judgment table d, when the jackpot determination random number is from 10001 to 10308, it is determined as a jackpot; when the jackpot determination random number is from 20001 to 20655, it is determined as a minor win; and when it is any other jackpot determination random number, it is determined as a loss. Therefore, in this case, the jackpot probability is approximately 1 / 212.8, and the minor win probability is approximately 1 / 100.0.

[0087] When the set value is set to 5 (registered set value = 5), a major role lottery is conducted by referring to the special 1 jackpot determination random number judgment table e shown in FIG. 6(e). According to this special 1 jackpot determination random number judgment table e, when the jackpot determination random number is 10001 to 10318, it is determined as a jackpot; when the jackpot determination random number is 20001 to 20655, it is determined as a minor win; and when it is any other jackpot determination random number, it is determined as a loss. Therefore, in this case, the jackpot probability is approximately 1 / 206.1, and the minor win probability is approximately 1 / 100.0.

[0088] When the set value is set to 6 (registered set value = 6), a major role lottery is conducted by referring to the special 1 jackpot determination random number judgment table f shown in FIG. 6(f). According to this special 1 jackpot determination random number judgment table f, when the jackpot determination random number is 10001 to 10328, it is determined as a jackpot; when the jackpot determination random number is 20001 to 0655, it is determined as a minor win; and when it is any other jackpot determination random number, it is determined as a loss. Therefore, in this case, the jackpot probability is approximately 1 / 199.8, and the minor win probability is approximately 1 / 100.0.

[0089] FIG. 7 is a diagram for explaining the special 2 jackpot determination random number judgment table according to one kind and two kinds of reference examples. When starting a major role lottery for the special 2 hold, the special 2 jackpot determination random number judgment table is referred to. The special 2 jackpot determination random number judgment table is also provided for each set value in the same way as the special 1 jackpot determination random number judgment table.

[0090] When the set value is set to 1 (registered set value = 1), a major role lottery is conducted by referring to the special 2 jackpot determination random number judgment table a shown in FIG. 7(a). According to this special 2 jackpot determination random number judgment table a, when the jackpot determination random number is 10001 to 10278, it is determined as a jackpot; when the jackpot determination random number is 20001 to 28856, it is determined as a minor win; and when it is any other jackpot determination random number, it is determined as a loss. Therefore, in this case, the jackpot probability is approximately 1 / 235.7, and the minor win probability is approximately 1 / 7.4.

[0091] Similarly, when the set value is set to 2 to 6 (registered set value = 2 to 6), the big role lottery is performed by referring to the special 2 jackpot determination random number judgment tables b to f shown in FIGS. 7(b) to (f). According to these special 2 jackpot determination random number judgment tables b to f, when the jackpot determination random number is the value shown in the figure, it is determined as a jackpot. Therefore, the jackpot probability when the set value is 2 to 6 is approximately 1 / 227.6 to 1 / 199.8, respectively, and the small win probability is approximately 1 / 7.4.

[0092] As described above, the big role lottery is performed according to the registered set value. At this time, the winning probability of the jackpot varies according to the registered set value, and when the registered set value is large, it is easier to win the jackpot than when it is small. Here, although the winning probability of the small win does not change even if the registered set value is different, the winning probability of the small win may be made different for each registered set value. Also, the small win is not essential, and in the big role lottery, only either the jackpot or a loss may be determined.

[0093] FIG. 8 is a diagram for explaining a winning symbol random number determination table according to one or two reference examples. 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. And when the determination result of "big win" or "small win" is derived by the above-mentioned big winning lottery, the type of special symbol is determined by the obtained winning symbol random number and the winning symbol random number determination table. At this time, when winning the "big win" by the first reservation, as shown in FIG. 8(a), the winning symbol random number determination table a for the first reservation is selected, and when winning the "small win" by the first reservation, as shown in FIG. 8(b), the winning symbol random number determination table b for the first reservation is selected. Also, when winning the "big win" by the second reservation, as shown in FIG. 8(c), the winning symbol random number determination table a for the second reservation is selected, and when winning the "small win" by the second reservation, as shown in FIG. 8(d), the winning symbol random number determination table b for the second reservation is selected. Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when the determination result of the big win is obtained is called the big win symbol, the special symbol determined when the determination result of the small win is obtained is called the small win symbol, and the special symbol determined when the determination result of a miss is obtained is called the miss symbol.

[0094] According to the winning symbol random number determination table a for the first reservation shown in FIG. 8(a) and the winning symbol random number determination table a for the second reservation shown in FIG. 8(c), according to the value of the obtained winning symbol random number, as shown in the figure, the type of special symbol (big win symbol) is determined. Also, according to the winning symbol random number determination table b for the first reservation shown in FIG. 8(b) and the winning symbol random number determination table b for the second reservation shown in FIG. 8(d), according to the value of the obtained winning symbol random number, as shown in the figure, the type of special symbol (small win symbol) is determined.

[0095] On the one hand, when the major winning lottery result is "a loss", if the lottery result is derived by special 1 reservation, special symbol X is determined as a losing symbol without conducting a lottery. Also, when the major winning lottery result is "a loss", if the lottery result is derived by special 2 reservation, special symbol Y is determined as a losing symbol without conducting a lottery.

[0096] That is, the winning symbol random number determination table is referred to only when the major winning lottery result is "big win" or "small win", and is not referred to when the major winning lottery result is "a loss". Here, it is assumed that the same big win symbol is determined in the winning symbol random number determination table for special 1 and the winning symbol random number determination table for special 2. However, different big win symbols may be determined in both tables, or regardless of the reservation type, the type of special symbol (big win symbol) may be determined by referring to one winning symbol random number determination table.

[0097] Here, the selection ratios of the big win symbol and the small win symbol are made common for all setting values, but either one or both of the big win symbol and the small win symbol may be made different for each setting value.

[0098] FIG. 9 is a diagram for explaining a reach group determination random number determination table according to one type and two types of reference examples. 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 variation state associated with the game state, and the like. When a game ball enters the first start port 120 or the second start port 122, one reach group determination random number is acquired from within the range of 0 to 10006. As described above, when the big winning lottery result is derived, a process of determining a variation effect pattern (variation mode number, variation pattern number) for notifying the big winning lottery result is performed. In the one type and two types of reference examples, when the big winning lottery result is "a miss", in determining the variation effect pattern, first, the group type is determined by the reach group determination random number and the reach group determination random number determination table. Note that the variation state defines which table to refer to for determining the variation effect pattern, and is a concept set separately from the game state.

[0099] For example, when the game state is set to a non-time-limited game state and a "miss" big winning lottery result is derived based on the special hold 1, if the number of holds of the special hold 1 when performing the big winning lottery (hereinafter simply referred to as the "number of holds") 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 a non-time-limited game state and a "miss" big winning lottery result is derived based on the special hold 1, if the number of holds when performing the big winning 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 the 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.

[0100] Here, in the non-time-limited game state, the reach group determination random number determination table referred to when the big winning lottery result of "loss" is derived based on the reservation of Patent 1 has been described. However, in the main ROM 300b, there are also a number of other reach group determination random number determination tables stored.

[0101] In addition, when the big winning lottery result is "big win" or "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 lottery result is "loss", and is not referred to when the big winning lottery result is "big win" or "small win".

[0102] FIG. 10 is a diagram for explaining the reach mode determination random number determination table according to a first and second reference example. This reach mode determination random number determination table is roughly classified into a loss-time reach mode determination random number determination table selected when the big winning lottery result is "loss", a big win-time reach mode determination random number determination table selected when the big winning lottery result is "big win", and a small win-time reach mode determination random number determination table selected when the big winning lottery result is "small win". The loss-time reach mode determination random number determination table is provided for each group type determined as described above, and the big win-time reach mode determination random number determination table and the small win-time reach mode determination random number determination table are provided for each reservation type.

[0103] In addition, each reach mode determination random number determination table is also provided for each game state and symbol type. Here, an example of the loss-time reach mode determination random number determination table for group x referred to in a predetermined game state and symbol type is shown in FIG. 10(a), an example of the big win-time reach mode determination random number determination table for Patent 1 is shown in FIG. 10(b), an example of the big win-time reach mode determination random number determination table for Patent 2 is shown in FIG. 10(c), an example of the small win-time reach mode determination random number determination table for Patent 1 is shown in FIG. 10(d), and an example of the small win-time reach mode determination random number determination table for Patent 2 is shown in FIG. 10(e).

[0104] When a game ball enters the first start port 120 or the second start port 122, one reach mode determination random number is obtained from within the range of 0 to 250. And when the result of the above big winning combination lottery is "a miss", as shown in FIG. 10(a), a miss-time reach mode determination random number determination table corresponding to the group type determined by the above group type lottery is selected, and based on the selected miss-time reach mode determination random number determination table and the reach mode determination random number, a variable mode number is determined. Also, when the result of the above big winning combination lottery is "a big win", as shown in FIGS. 10(b) and (c), a big-win-time reach mode determination random number determination table corresponding to the read suspense type is selected, and based on the selected big-win-time reach mode determination random number determination table and the reach mode determination random number, a variable mode number is determined.

[0105] Furthermore, when the result of the above big winning combination lottery is "a small win", as shown in FIGS. 10(d) and (e), a small-win-time reach mode determination random number determination table corresponding to the read suspense type is selected, and based on the selected small-win-time reach mode determination random number determination table and the reach mode determination random number, a variable mode number is determined.

[0106] 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 together with the variation mode number. When the variation mode number is determined, the variation pattern random number determination table is determined at the same time. In FIG. 10, the table x described in the column of the variation pattern random number determination table indicates an arbitrary table number. Therefore, according to 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. Further, in the first and second reference examples, 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 the ○○H described in FIGS. 10 to 12 indicates an arbitrary value represented in hexadecimal.

[0107] As described above, when the jackpot lottery result is "loss", 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, according to the determined group type and the game state, the variation mode number and the variation pattern random number determination table are determined by the reach mode determination random number determination table at the time of loss shown in FIG. 10(a) and the reach mode determination random number.

[0108] On the other hand, when the jackpot lottery result is "big win" or "small win", refer to the reach mode determination random number determination table at the time of big win shown in FIG. 10 corresponding to the determined big win symbol or small win symbol (type of special symbol), big win, or game state at the time of small win selection, and use the reach mode determination random number to determine the variation mode number and the variation pattern random number determination table.

[0109] FIG. 11 is a diagram for explaining the variation pattern random number determination table according to the first and second reference examples. Here, the variation pattern random number determination table x with a predetermined table number x is shown, but a number of variation pattern random number determination tables are provided for each table number.

[0110] 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.

[0111] In this way, when the big winning combination lottery is conducted, the variable mode number and the variable pattern number are determined according to the big winning combination lottery result, the determined symbol type, the game state, the number of holds, the hold type, etc. These variable mode numbers and variable pattern numbers identify the variable effect patterns, and for each of them, the mode and time of the variable effect are associated.

[0112] FIG. 12 is a diagram for explaining a variable time determination table according to a reference example of one type and two types. 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.

[0113] 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 effect for notifying the big winning combination lottery result, that is, the variable time.

[0114] 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, mainly the first half aspect of the variable effect is determined, and based on the received variable pattern command, mainly the second half aspect of the variable effect is determined. Details thereof will be described later. Hereinafter, the variable mode number and the variable pattern number are collectively referred to as variable information, and the variable mode command and the variable pattern command may be collectively referred to as a variable command.

[0115] FIG. 13 is a diagram for explaining a first special electric accessory operation ram set table according to a first and second reference example, and FIG. 14 is a diagram for explaining a second special electric accessory operation ram set table according to a first and second reference example. The first special electric accessory operation ram set table and the second special electric accessory operation ram set table store various data for controlling major winning games or minor winning games. During major winning games and minor winning games, the first major winning port solenoid 126c and the second major winning port solenoid 128c are energization-controlled with reference to the first special electric accessory operation ram set table or the second special electric accessory operation ram set table. Hereinafter, the first special electric accessory operation ram set table and the second special electric accessory operation ram set table are collectively referred to simply as a special electric accessory operation ram set table. In reality, a plurality of special electric accessory operation ram set tables are provided for each type of special symbol (big winning symbol and small winning symbol), and a corresponding table is set at the start of a major winning game or a minor winning game according to the determined type of special symbol. For convenience of explanation, however, the control data for all special symbols is shown in one table here.

[0116] When the special symbols A, B, and C, which are big hit symbols, are determined, as shown in FIG. 13, an opening / closing process is executed to control the opening and closing of the first big winning opening 126 in a predetermined opening / closing pattern with reference to the first special electric accessory operation ram set table. Also, when the special symbols a, b, and c, which are small hit symbols, are determined, as shown in FIG. 14, an opening / closing process is executed to control the opening and closing of the first big winning opening 126 and the second big winning opening 128 in a predetermined opening / closing pattern with reference to the second special electric accessory operation ram set table. The big winning game is composed of a plurality of round games in which the first big winning opening 126 is opened and closed a predetermined number of times, and the small hit game is a round game in which the second big winning opening 128 is opened and closed a predetermined number of times, and only one such round game is executed.

[0117] 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 big winning game or small hit game), the opened big winning openings (the first big winning opening 126 and the second big winning opening 128 opened in each round game), the number of opening / closing switches of the special electric accessory (the number of times the first big winning opening 126 and the second big winning opening 128 are opened during one round game), the solenoid energization time (the energization time of the first big winning opening solenoid 126c and the second big winning opening solenoid 128c for each number of times the first big winning opening 126 and the second big winning opening 128 are opened, that is, the opening time of the first big winning opening 126 and the second big winning opening 128 for one time), the specified number (the maximum number of winning possibilities for the first big winning opening 126 and the second big winning opening 128 in one round game), the big winning opening closing effective time (the closing time of the first big winning opening 126 and the second big 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 shown in the figure for each type of big hit symbol as control data for the big winning game.

[0118] In the second of the two reference examples, when the special symbol A, which is the jackpot symbol, is determined, a major winning game composed of four rounds of the game is executed. When the special symbols B and C are determined, a major winning game composed of 15 rounds of the game is executed. Each round of the game ends when the specified number (seven) of game balls enter the first major winning opening 126 or when a predetermined time (29.0 seconds) has elapsed since the first major winning opening 126 was opened.

[0119] Also, as shown in FIG. 14, when the special symbols a, b, and c, which are minor winning symbols, are determined, first, a minor winning game composed of one round of the game is executed. In this minor winning game, the opening and closing of the second major winning opening 128 are repeatedly executed. In the minor winning game executed when the special symbol a is determined, the second major winning opening 128 is opened only once for 0.1 second. Also, in the minor winning games executed when the special symbols b and c are determined, the second major winning opening 128 is controlled to open and close in the order of 0.1 second of opening (open 1), 3.0 seconds of closing (close 1), 0.1 second of opening (open 2), 1.0 second of closing (close 2), 0.1 second of opening (open 3), 1.0 second of closing (close 3), and 0.1 second of opening (open 4).

[0120] Here, inside the second major winning opening 128, a specific area 140b and a non-specific area 140c are provided, and the game balls that enter the second major winning opening 128 always enter either the specific area 140b or the non-specific area 140c. Then, in the minor winning game, when the game balls that enter the second major winning opening 128 enter the specific area 140b, a major winning game in which the first major winning opening 126 is opened is executed following the minor winning game.

[0121] At this time, if the special symbols a and b, which are minor winning symbols, are determined, four rounds of the game in which the first major winning opening 126 is opened once for 29.0 seconds are executed. Also, if the special symbol c, which is a minor winning symbol, is determined, 15 rounds of the game are executed in the major winning game.

[0122] FIG. 15 is a diagram for explaining the opening / closing mode of the second largest winning opening 128 and the opening / closing mode of a specific area 140b by a movable member 142 according to one or two reference examples. As shown in FIG. 15, in a minor hit game in which the second largest winning opening 128 is opened, the movable member 142 opens the specific area 140b for a moment (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. Then, as shown in FIG. 15(a), when a special symbol a is determined and a minor hit game is executed, the second largest winning opening 128 is opened only for 0.1 second from the start of the minor hit game (round game). During this time, it takes a predetermined time for the game ball that has entered the second largest winning opening 128 to reach the specific area 140b. Therefore, when the game ball that has entered the second largest winning opening 128 reaches the specific area 140b, the specific area 140b is always closed. As a result, when a special symbol a is determined and a minor hit game is executed, the game ball does not enter the specific area 140b.

[0123] In addition, if 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 enter the specific area 140b even in the minor hit game determined and executed with the special symbol a. Therefore, in this specification, for the sake of easy understanding, the words "always" and "certainly" are used in the explanation, but this is based on the premise that the state of the gaming machine 100 is placed in an appropriate state when the game progresses and no unexpected situation occurs, and does not mean 100% physically.

[0124] On the other hand, as shown in Fig. 15(b), when special symbols b and c are determined and a small hit game is executed, in the small hit game, the second large winning opening 128 is opened a total of 4 times. Therefore, the game ball that enters the second large winning opening 128 simultaneously with the first opening of the second large winning opening 128 may not be able to enter the specific area 140b, but in the second and subsequent openings of the second large winning opening 128, the game ball that enters the second large winning opening 128 can surely enter the specific area 140b. Although detailed description is omitted, a structure for decelerating the game ball rolling on the second large winning opening 128 is provided above the second large winning opening 128. If the game ball is appropriately launched into the second game area 116b from the start of the small hit game, the game ball will surely enter the specific area 140b.

[0125] Fig. 16 is a diagram for explaining a game state setting table for setting the game state after the big winning game according to a first and second reference example. In the first and second reference examples, when a big winning game is executed, the game state after the big winning game is set according to the type of the determined special symbol. According to this game state setting table, regardless of whether any of the special symbols A, B, C, a, b, c is determined, the time-saving game state is set after the big winning game.

[0126] Also, when the game state is set to the time-saving game state, the number of times the time-saving game state continues (hereinafter referred to as the "time-saving count") is set. Here, when the special symbols A and a are determined, the time-saving count is set to 1 time, and when the special symbols B, C, b, and c are determined, the time-saving count is set to 7 times. This means that the time-saving game state continues until the jackpot lottery result is determined 1 or 7 times. However, the above-mentioned time-saving count indicates the maximum number of continuous times in one time-saving game state. If a jackpot is won before reaching the above-mentioned number of continuous times, the game state and the time-saving count will be set again. Therefore, when the game state is set to the time-saving game state after the big combination game ends, if a losing or small win lottery result is derived 1 or 7 times without deriving a jackpot lottery result in the time-saving game state, the game state will be changed to the non-time-saving game state.

[0127] Here, in the time-saving game state, each time the big combination lottery result is determined, the remaining number of the time-saving count is subtracted. When the remaining number of the time-saving count becomes 0, the game state is changed to the non-time-saving game state. At this time, the time-saving count is subtracted only when the big combination lottery result based on the second special hold is determined. That is, after the big combination game, when the big combination lottery result based on the second special hold is determined 1 or 7 times, the remaining number of the time-saving count becomes 0, and the game state will be changed to the non-time-saving game state.

[0128] Note that here, when the time-saving game state is set, the time-saving count is made different according to the type of special symbol. However, regardless of the type of special symbol, the time-saving count may be set to the same number. Also, here, the time-saving count is subtracted only when the big combination lottery result based on the second special hold is determined. However, the time-saving count may also be subtracted when the big combination lottery result based on the first special hold is determined.

[0129] FIG. 17 is a diagram for explaining a winning determination random number determination table according to one or two reference examples. When a game ball flowing down the game area 116 passes through the gate 124, a determination process of a normal symbol (hereinafter referred to as "normal symbol lottery") in which whether or not to energize the movable piece 122b of the second start port 122 is associated is performed.

[0130] Although details will be described later, when the game ball passes through the gate 124, one winning determination random number is obtained from the range of 0 to 99, and this random number value is stored in the normal symbol hold storage area of the main RAM 300c up to four. That is, the normal symbol hold storage area includes 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 normal symbol hold storage 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 normal symbol hold storage area when the game ball passes through the gate 124 is called the normal symbol hold.

[0131] When starting the normal symbol lottery in the non-time-short game state, as shown in FIG. 17(a), the winning determination random number determination table for the non-time-short game state is referred to. According to this winning determination random number determination table for the non-time-short game state, 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-short game state, that is, the winning probability is 1 / 100. Although details will be described later, when the winning symbol is determined in this normal symbol lottery, the second start port 122 is controlled to be in the open state, and when the losing symbol is determined, the second start port 122 is maintained in the closed state.

[0132] When starting the general symbol lottery in the time-saving game state, as shown in FIG. 17(b), the winning determination random number determination table for the time-saving game state is referred to. According to this winning determination random number determination table for the time-saving game state, when the winning determination random number is 0 to 98, the winning symbol is determined as the type of the general symbol, and when the winning determination random number is 99, the losing symbol is determined as the type of the general symbol. Therefore, the probability of determining the winning symbol in the time-saving game state, that is, the winning probability, is 99 / 100.

[0133] FIG. 18(a) is a diagram for explaining the general symbol variation time data table according to the first and second reference examples, and FIG. 18(b) is a diagram for explaining the opening and closing control pattern table according to the first and second reference examples. As described above, when the general symbol lottery is performed, the variation time of the general symbol is determined. The general symbol variation time data table is referred to when determining the variation time of the general symbol when the winning symbol or the losing symbol is determined by the general symbol lottery. According to this general symbol variation time data table, when the game state is set to the non-time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to the time-saving game state, the variation time is determined to be 1 second. When the variation time is determined in this way, the general symbol display 168 is variably displayed (flashing display) over the determined time. Then, when the winning symbol is determined, the general symbol display 168 lights up, and when the losing symbol is determined, the general symbol display 168 goes out.

[0134] And when the winning symbol is determined by the general symbol lottery and the general symbol display 168 lights up, the movable piece 122b of the second start port 122 is energization-controlled with reference to the opening and closing control pattern table as shown in FIG. 18(b). Actually, the opening and closing control pattern table is provided for each game state, and the corresponding table is set at the start of energization of the normal electric accessory solenoid 122c according to the game state when the general symbol is determined. Here, for the convenience of explanation, the control data corresponding to each game state is shown in one table.

[0135] When the winning symbol is determined, as shown in FIG. 18(b), the second start port 122 is controlled to open and close by referring to the opening / closing control pattern table. According to this opening / closing control pattern table, the non-prize release pre-time (waiting time until the opening of the second start port 122 starts), the maximum number of opening / closing switches of the normal electric accessory (number of times the second start port 122 opens), 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 once), the specified number (maximum number of winning possibilities for the second start port 122 during all openings of the second start port 122), the non-prize closing effective time (closing time between each opening of the second start port 122, that is, rest time), the non-prize effective state time (waiting time from the end of the last opening of the second start port 122), and the non-prize end wait time (waiting time until the variable display of the normal symbol described later resumes after the elapse of the non-prize effective state time) are stored in advance as shown in the figure for each game state as control data of the second start port 122.

[0136] Thus, for the non-time-limited game state and the time-limited game state, the opening / closing control conditions for opening and closing the second start port 122 are respectively associated as game progress conditions. In the time-limited game state, it is easier for game balls to enter the second start port 122 than in the non-time-limited game state. That is, in the time-limited game state, as long as the game ball passes through the gate 124, the normal symbol lottery is continuously conducted, and the second start port 122 is frequently in the open state. Therefore, the player can conduct the big winning symbol lottery while reducing the consumption of game balls.

[0137] Note that the opening / closing conditions of the second start port 122 are defined by three elements: the winning probability of the normal symbol, the time of the variable display of the normal symbol, and the opening time of the second start port 122. In the first and second reference examples, in two of these elements, the short-time game state is set more advantageously than the non-short-time game state, so that the short-time game state is set so that game balls are more likely to enter the second start port 122 than in the non-short-time game state. However, for one or three of the above three elements, the short-time game state may be set more advantageously than the non-short-time game state. In any case, by making the short-time game state more advantageous than the non-short-time game state in at least one element, the short-time game state can be made such that game balls can more easily enter the second start port 122 than in the non-short-time game state. That is, when the game state is set to the non-short-time game state, the movable piece 122b is opened and closed under control according to the first condition, and when the game state is set to the short-time game state, the movable piece 122b is opened and closed under control according to the second condition, which is more likely to be in the open state than the first condition.

[0138] Next, the main processes of the main control board 300 as the game of the gaming machine 100 progresses will be described.

[0139] FIG. 19 is a diagram for explaining the gaming machine state flag according to the first and second reference examples. In the main control board 300, whether the game can be progressed is managed by the gaming machine state flag. One of six 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.

[0140] 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 is displayed on the performance display monitor 184, etc., and it becomes possible to confirm the registered setting value. The flag value of the gaming machine status flag = 03H indicates the setting abnormal state. When the gaming machine status flag is 03H, the game is stopped assuming that the registered setting value is abnormal. The flag value of the gaming machine status flag = 04H indicates the RAM abnormal state. When the gaming machine status flag is 04H, the game is stopped. The flag value of the gaming machine status flag = 05H indicates the checksum abnormal state. When the gaming machine status flag is 05H, the game is stopped. When the power is turned on, the gaming machine status flag is set to any of the flag values, and processing according to the gaming machine status flag is performed.

[0141] (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 according to a first and second reference example, and FIG. 21 is a second flowchart for explaining the CPU initialization process in the main control board 300 according to a first and second reference example.

[0142] 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).

[0143] (Step S100-1) In response to power-on, the main CPU 300a reads a startup program from the main ROM 300b as an initial setting process and performs setting processes necessary for executing various processes.

[0144] (Step S100-3) The main CPU 300a sets a wait processing time in the timer counter.

[0145] (Step S100-5) The main CPU 300a determines whether it is detecting a power-off warning signal. Note that a power-off detection circuit is provided on the main control board 300, and when the power supply voltage 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.

[0146] (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.

[0147] (Step S100-9) The main CPU 300a executes the processes necessary to permit access to the main RAM 300c.

[0148] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine state flag before power-off into the D register.

[0149] (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.

[0150] (Step S100-15) The main CPU 300a sets an address that does not include the set value and the gaming machine state flag at the head address of the area to be cleared in the main RAM 300c.

[0151] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal is input from the RAM clear switch 182s (whether the RAM clear button is pressed). As a result, if it is determined that the RAM clear operation signal is input, the process proceeds to step S100-31, and if it is determined that the RAM clear operation signal is not input, the process proceeds to step S100-19.

[0152] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine state flag loaded in step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. As a result, if it is determined that all three conditions are satisfied, the process proceeds to step S100-21, and if it is determined that even one of the three conditions is not satisfied, the process proceeds to step S100-23.

[0153] (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.

[0154] (Step S100-23) The main CPU 300a executes an initialization process to clear the area to be cleared at power-on, which is the area after the head address set in step S100-15 in the main RAM 300c, and the process proceeds to step S100-49.

[0155] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0156] (Step S100-27) The main CPU 300a performs out-of-area read / write check processing for checking and clearing the read / write memory in the unused area.

[0157] (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.

[0158] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the used area.

[0159] (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.

[0160] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and transfers the process to step S100-45.

[0161] (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.

[0162] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.

[0163] (Step S100-41) The main CPU 300a determines whether the setting change condition is satisfied. As a result, if it is determined that the setting change condition is satisfied, the process proceeds to step S100-43, and if it is determined that the setting change condition is not satisfied, the process proceeds to step S100-45. Here, the setting change condition at least includes that the setting change switch 180s is on, the middle frame 104 is open, and a RAM clear operation signal is input from the RAM clear switch 182s.

[0164] (Step S100-43) The main CPU 300a sets 01H (setting change state) in the D register.

[0165] (Step S100-45) The main CPU 300a saves the value set in the D register to the gaming machine state flag.

[0166] (Step S100-47) The main CPU 300a executes an initialization process to clear the clear target at the time of RAM clear in the main RAM 300c, and the process proceeds to step S100-49.

[0167] (Step S100-49) The main CPU 300a performs a transmission process (stores the RAM clear designation command in the transmission buffer) of a payout command (RAM clear designation command) for transmitting to the payout control board 310 that the main RAM 300c has been cleared.

[0168] (Step S100-51) The main CPU 300a loads the gaming machine state flag.

[0169] (Step S100-53) The main CPU 300a determines whether the gaming machine status flag loaded in step S100-51 is 00H (playable state). If it is determined that the flag is 00H, the process proceeds to step S110. If it is determined that the flag is not 00H, the process proceeds to step S100-55.

[0170] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.

[0171] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0172] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0173] (Step S100-59) The main CPU 300a performs processing to disable interrupts.

[0174] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is used to determine the initial value and the end value of the winning symbol random number. In other words, when the winning symbol random number goes through one cycle from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number - 1 by the update process of the winning symbol random number described later, the winning symbol random number will be updated to the initial value update random number for the winning symbol random number at that time.

[0175] (Step S100-63) The main CPU 300a analyzes the received data (main command) received from the dispensing control board 310, and executes various processes according to the received data.

[0176] (Step S100-65) The main CPU 300a performs processing to transmit the sub-commands stored in the transmission buffer to the sub-control board 330.

[0177] (Step S100-67) The main CPU 300a performs processing to permit interrupts.

[0178] (Step S100-69) The main CPU 300a updates the reach group determination random number, the reach mode determination random number, and the variation pattern random number, and thereafter repeats the processing from the above step S100-59. Hereinafter, the reach group determination random number, the reach mode determination random number, and the variation pattern random number for determining the variation effect pattern are collectively referred to as the variation effect random numbers.

[0179] FIG. 22 is a flowchart for explaining the sub-command group setting process (S110) in the main control board 300 according to one kind and two kinds of reference examples.

[0180] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine state flag.

[0181] (Step S110-3) The main CPU 300a performs sub-command setting processing for transmitting a predetermined command to the sub-control board 330.

[0182] (Step S110-5) The main CPU 300a performs model command setting processing for setting a model command indicating the model information of the gaming machine 100 in the transmission buffer.

[0183] (Step S110-7) The main CPU 300a performs set value designation command setting processing for setting a set value designation command indicating the registered set value in the transmission buffer.

[0184] (Step S110-9) The main CPU 300a performs a special drawing 1 reservation designation command setting process for setting a special drawing 1 reservation designation command indicating the special 1 reservation number in the transmission buffer.

[0185] (Step S110-11) The main CPU 300a performs a special drawing 2 reservation designation command setting process for setting a special drawing 2 reservation designation command indicating the special 2 reservation number in the transmission buffer.

[0186] (Step S110-13) The main CPU 300a performs a number command setting process for setting a number command indicating the remaining number of times in the short-time game state in the transmission buffer.

[0187] (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.

[0188] (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.

[0189] (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 sub-command group setting process ends.

[0190] (Step S110-21) The main CPU 300a sets a customer waiting designation command in the transmission buffer and ends the sub-command group setting process.

[0191] Next, the interrupt processing in the main control board 300 will be described. Here, the power-off backup processing (XINT interrupt processing) and the timer interrupt processing will be described.

[0192] (Power-off backup processing (XINT interrupt processing) of the main control board 300) FIG. 23 is a flowchart for explaining the power-off backup processing (XINT interrupt processing) in the main control board 300 according to a first and second reference example. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage becomes equal to or lower than a predetermined value, it interrupts the CPU initialization process and executes the power-off backup processing.

[0193] (Step S300-1) When a power-off warning signal is input, the main CPU 300a saves the registers.

[0194] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0195] (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.

[0196] (Step S300-7) The main CPU 300a restores the registers.

[0197] (Step S300-9) The main CPU 300a performs a process to enable interrupts and ends the power-off backup processing.

[0198] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0199] (Step S300-13) The main CPU 300a executes a checksum setting process for calculating and storing a checksum.

[0200] (Step S300-15) The main CPU 300a executes a RAM protection setting process necessary for prohibiting access to the main RAM 300c.

[0201] (Step S300-17) The main CPU 300a sets a predetermined number of power-off detection signal detections to the counter value of the loop counter in order to set the power-off occurrence monitoring time.

[0202] (Step S300-19) The main CPU 300a checks for a power-off warning signal.

[0203] (Step S300-21) The main CPU 300a determines whether a power-off warning signal is detected. As a result, if it is determined that a power-off warning signal is detected, the process proceeds to step S300-17, and if it is determined that no power-off warning signal is detected, the process proceeds to step S300-23.

[0204] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.

[0205] (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).

[0206] In addition, when a power failure actually occurs, the operation of the gaming machine 100 stops while looping through steps S300-17 to S300-25.

[0207] (Timer interrupt processing of the main control board 300) FIG. 24 is a flowchart for explaining the timer interrupt processing in the main control board 300 according to a first and second reference example. The main control board 300 is provided with a reset clock pulse generation circuit that generates clock pulses at a predetermined cycle (4 milliseconds in the first and second reference examples, hereinafter referred to as "4 ms"). Then, when a clock pulse is generated by the reset clock pulse generation circuit, it interrupts the CPU initialization process (step S100), and the following timer interrupt processing is executed.

[0208] (Step S400-1) The main CPU 300a saves the registers.

[0209] (Step S400-3) The main CPU 300a performs processing to permit interrupts.

[0210] (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 lighting control 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.

[0211] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing to accurately obtain the latest switch state.

[0212] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine state flag.

[0213] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). As a result, if it is determined to be 00H, the process proceeds to step S400-15, and if it is determined not to be 00H, the process proceeds to step S400-13.

[0214] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is 03H (setting abnormal state) or more. As a result, if it is determined to be 03H or more, the process proceeds to step S400-27, and if it is determined not to be 03H or more, the process proceeds to step S450.

[0215] (Step S450) The main CPU 300a executes setting-related processing and proceeds to step S400-27. The setting-related processing will be described later.

[0216] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, unless otherwise specified, the various timer counters are decremented each time the timer interrupt processing of the main control board 300 occurs, and the decrement stops when it reaches 0.

[0217] (Step S400-17) The main CPU 300a executes the update process of the hit symbol random number initial value update random number in the same manner as in step S100-61 above.

[0218] (Step S400-19) The main CPU 300a performs the process of updating the hit symbol random number. Specifically, the random number counter is incremented by 1 for update. If the added result exceeds the maximum value of the random number range, the random number counter is reset to 0. When the random number counter makes one full cycle, the random number is updated from the value of the hit symbol random number initial value update random number at that time.

[0219] Incidentally, although detailed explanations are omitted, in one or two reference examples, the jackpot determination random number and the winning determination random number use hardware random numbers updated by a hardware random number generation unit built into the main control board 300. The hardware random number generation unit updates both the jackpot determination random number and the winning determination random number according to a certain rule, automatically changes the random number sequence every time the random number sequence makes a round, and changes the start value every time the system is reset.

[0220] (Step S500) The main CPU 300a executes a switch management process for determining whether a signal has been input 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. The details of this switch management process will be described later.

[0221] (Step S600) The main CPU 300a executes a special game management process for controlling the progress of the above special game. The details of this special game management process will be described later.

[0222] (Step S700) The main CPU 300a executes a normal game management process for controlling the progress of the above normal game. The details of this normal game management process will be described later.

[0223] (Step S400-21) The main CPU 300a executes an error management process for determining various errors and making settings according to the error determination results.

[0224] (Step S400-23) The main CPU 300a checks the general winning opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, the first large winning opening detection switch 126s, and the second large winning opening detection switch 128s, and executes a winning opening switch process for adding a counter for prize ball control and the like corresponding thereto.

[0225] (Step S400-25) The main CPU 300a executes a payout control management process for creating and transmitting a payout command based on the counter value of the counter for prize ball control set in step S400-23 above.

[0226] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information to be output to the outside from the game information output terminal board 312.

[0227] (Step S400-29) The main CPU 300a executes an LED display setting process for setting display data for controlling the lighting of various displays (LEDs) such as the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, and the right hit notification display 172 in the output buffer corresponding to each common.

[0228] (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 large winning opening solenoid 126c, the second large winning opening solenoid 128c, and the movable member drive solenoid 142c and storing them in the output port buffer.

[0229] (Step S400-33) The main CPU 300a executes a port output process for outputting the value of the common output buffer stored in each output port buffer to the output port.

[0230] (Step S400-35) The main CPU 300a performs a process for prohibiting interrupts.

[0231] (Step S400-37) The main CPU 300a uses an unused area of the main RAM 300c to perform a process for calculating a base ratio to be displayed on the performance display monitor 184, and executes a performance display monitor control process for setting common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer. In the performance display monitor control process, the base ratio is calculated every predetermined period. Here, the base ratio of the current period and the base ratio of the previous period may be alternately displayed on the performance display monitor 184 every predetermined time. Also, the base ratio displayed on the performance display monitor 184 may be switched according to a predetermined operation.

[0232] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.

[0233] FIG. 25 is a flowchart for explaining the above-described setting-related process (S450) according to one kind and two kinds of reference examples.

[0234] (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.

[0235] (Step S450-3) The main CPU 300a loads the registered setting value stored in the setting value buffer into a predetermined processing area.

[0236] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s has been pressed (whether a RAM clear operation signal has been input). As a result, if it is determined that the RAM clear switch 182s has been pressed, the process moves to step S450-7; if it is determined that the RAM clear switch 182s has not been pressed, the process moves to step S450-9.

[0237] (Step S450-7) The main CPU 300a adds 1 to the set value of the processing area.

[0238] (Step S450-9) The main CPU 300a determines whether the set value of the processing area is within the range of 1 to 6. As a result, if it is determined that the set value is within the range of 1 to 6, the process moves to step S450-13; if it is determined that the set value is not within the range of 1 to 6, the process moves to step S450-11.

[0239] (Step S450-11) The main CPU 300a sets the set value of the processing area to 1.

[0240] (Step S450-13) The main CPU 300a sets the set value of the processing area to the set value buffer.

[0241] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is on. As a result, if it is determined that the setting change switch 180s is on, the setting-related process ends; if it is determined that the setting change switch 180s is not on, the process moves to step S450-17.

[0242] (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.

[0243] (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 reserved designation command for FIG. 1, the reserved designation command for FIG. 2, the number command, the variable pattern selection state designation command, the FIG. phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.

[0244] (Step S450-19) The main CPU 300a sets 00H (playable state) in the gaming machine state flag and ends the setting-related process.

[0245] As described above, according to the first and second reference examples, when the middle frame 104 is opened, the setting change switch 180s is turned on, and the RAM clear button is pressed, and the power is normally turned on, 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. 24) are stopped, and the setting-related process is executed.

[0246] 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.

[0247] 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.

[0248] Here, in the setting-related processing according to one or two reference examples, after the pressing operation of the RAM clear button, that is, after the acceptance of the setting change operation of the registered setting value, in the sub-command group setting process, the setting value specifying command corresponding to the registered setting value is transmitted to the sub-control board 330. On the other hand, during the acceptance of the setting change operation, the setting value specifying command is not transmitted to the sub-control board 330. In this way, during the acceptance of the setting change operation, without transmitting the setting value specifying command, when the acceptance of the setting change operation is completed and the game progresses to a state where it is possible, by transmitting the setting value specifying command, the risk of the registered setting value being illegally acquired can be reduced.

[0249] Also, in one or two reference examples, a plurality of flag values including at least 01H (setting change state) are switched. And when 01H (setting change state) is set in the game machine state flag, the setting-related processing can be executed, and the progress of the game is stopped. In this way, since the setting-related processing is not executed during the progress of the game, the setting value specifying command is not transmitted during the progress of the game, and the risk of the registered setting value being illegally acquired is reduced.

[0250] Next, among the above-described timer interrupt processing, the switch management processing in step S500, the special game management processing in step S600, and the normal game management processing in step S700 will be described in detail.

[0251] FIG. 26 is a flowchart for explaining the switch management processing (step S500) in the main control board 300 according to one or two reference examples.

[0252] (Step S500-1) The main CPU 300a determines whether it is the time of detecting the gate detection switch being turned on, that is, whether a game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned on. As a result, if it is determined that it is the time of detecting the gate detection switch being turned on, the process proceeds to step S510; if it is determined that it is not the time of detecting the gate detection switch being turned on, the process proceeds to step S500-3.

[0253] (Step S510) The main CPU 300a executes gate passing processing based on the passage of the game ball through the gate 124. The details of this gate passing processing will be described later.

[0254] (Step S500-3) The main CPU 300a determines whether it is the time of detecting the first start port detection switch being turned on, that is, whether a game ball has entered the first start port 120 and the detection signal has been input from the first start port detection switch 120s. As a result, if it is determined that it is the time of detecting the first start port detection switch being turned on, the process proceeds to step S520; if it is determined that it is not the time of detecting the first start port detection switch being turned on, the process proceeds to step S500-5.

[0255] (Step S520) The main CPU 300a executes first start port passing processing based on the entry of the game ball into the first start port 120. The details of this first start port passing processing will be described later.

[0256] (Step S500-5) The main CPU 300a determines whether it is the time of detecting the second start port detection switch being turned on, that is, whether a game ball has entered the second start port 122 and the detection signal has been input from the second start port detection switch 122s. As a result, if it is determined that it is the time of detecting the second start port detection switch being turned on, the process proceeds to step S530; if it is determined that it is not the time of detecting the second start port detection switch being turned on, the process proceeds to step S500-7.

[0257] (Step S530) The main CPU 300a executes the second start port passage process based on the entry of a game ball into the second start port 122. The details of this second start port passage process will be described later.

[0258] (Step S500-7) The main CPU 300a determines whether it is the time when the big winning port detection switch is turned on, that is, whether a game ball has entered the first big winning port 126 and the second big winning port 128 and a detection signal has been input from the first big winning port detection switch 126s and the second big winning port detection switch 128s. As a result, if it is determined that it is the time when the big winning port detection switch is turned on, the process proceeds to step S500-9, and if it is determined that it is not the time when the big winning port detection switch is turned on, the process proceeds to step S500-11.

[0259] (Step S500-9) The main CPU 300a determines whether it is currently in a big winning combination game or a small win game, and determines whether the entry of the game ball into the first big winning port 126 and the second big winning port 128 is appropriate. Here, if it is determined that it is not in a big winning combination game or a small win game, a predetermined fraud detection process is executed, and if it is in a big winning combination game or a small win game and it is determined that the entry of the game ball into the first big winning port 126 and the second big winning port 128 is appropriate, the big winning port winning ball number counter is incremented by 1, and a big winning port winning designation command is set in the transmission buffer.

[0260] (Step S500-11) The main CPU 300a determines whether it is the time when the specific area detection switch is turned on, 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 when the specific area detection switch is turned on, the process proceeds to step S540, and if it is determined that it is not the time when the specific area detection switch is turned on, the process proceeds to step S500-13.

[0261] (Step S540) The main CPU 300a executes a specific area passage process based on the entry of a game ball into the specific area 140b, and ends the switch management process. The details of this specific area passage process will be described later.

[0262] (Step S500-13) The main CPU 300a determines whether it is the detection time of the general winning port detection switch, 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 detection time of the general winning port detection switch, the process proceeds to step S500-15, and if it is determined that it is not the detection time of the general winning port detection switch, the process proceeds to step S500-17.

[0263] (Step S500-15) The main CPU 300a sets a general winning port winning designation command in the transmission buffer.

[0264] (Step S500-17) The main CPU 300a determines whether it is the detection time of the out ball detection switch, 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, the process proceeds to step S500-19, and if it is determined that it is not the detection time of the out ball detection switch, the switch management process ends.

[0265] (Step S500-19) The main CPU 300a sets an out ball detection designation command in the transmission buffer and ends the switch management process.

[0266] Figure 27 is a flowchart for explaining the gate passage process (step S510) in the main control board 300 according to a first and second reference example.

[0267] (Step S510-1) The main CPU 300a loads the hit determination random number updated by the hardware random number generation unit.

[0268] (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 the maximum value, the process proceeds to step S510-5.

[0269] (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.

[0270] (Step S510-7) The main CPU 300a calculates the target storage unit that is the target to save the obtained winning determination random number among the four storage units of the normal symbol hold storage area.

[0271] (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.

[0272] (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.

[0273] Figure 28 is a flowchart for explaining the first start port passing process (step S520) in the main control board 300 according to a first and second reference example.

[0274] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is for identifying whether it is special reservation 1 or special reservation 2 as the reservation type. The special symbol identification value (00H) indicates special reservation 1, and the special symbol identification value (01H) indicates special reservation 2.

[0275] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.

[0276] (Step S535) The main CPU 300a executes the special symbol random number acquisition process to end the first start port passing process. This special symbol random number acquisition process is executed using a common module with the second start port passing 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 passing process.

[0277] FIG. 29 is a flowchart for explaining the second start port passing process (Step S530) in the main control board 300 according to a first and second reference example.

[0278] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0279] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.

[0280] (Step S535) The main CPU 300a executes the special symbol random number acquisition process described later.

[0281] (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.

[0282] (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" of 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, if it is determined that the normal game management phase is not "04H", the process of passing through the second start port is terminated, and if it is determined that the normal game management phase is "04H", the process proceeds to step S530-9.

[0283] (Step S530-9) The main CPU 300a updates the counter value of the normal electric accessory winning ball counter to a value obtained by adding "1" to the current counter value, and terminates the process of passing through the second start port.

[0284] FIG. 30 is a flowchart for explaining the special symbol random number acquisition process (step S535) in the main control board 300 according to a first and second reference example. 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).

[0285] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.

[0286] (Step S535-3) The main CPU 300a loads the number of target special symbol holding balls. Here, if the special symbol identification value loaded in step S535-1 is "00H", the counter value of the special symbol 1 holding ball counter, that is, the number of special 1 holds, is loaded. Also, if the special symbol identification value loaded in step S535-1 is "01H", the counter value of the special symbol 2 holding ball counter, that is, the number of special 2 holds, is loaded.

[0287] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generation unit.

[0288] (Step S535-7) The main CPU 300a determines whether the number of target special symbol holding balls loaded in step S535-3 is greater than or equal to the upper limit value. As a result, if it is determined that it is greater than or equal to the upper limit value, the process proceeds to step S535-23, and if it is determined that it is not greater than or equal to the upper limit value, the process proceeds to step S535-9.

[0289] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol holding ball counter to a value obtained by adding "1" to the current counter value.

[0290] (Step S535-11) The main CPU 300a calculates the target storage unit that is the target for saving the obtained jackpot determination random number among the eight storage units in the special symbol holding memory area.

[0291] (Step S535-13) The main CPU 300a acquires the jackpot determination random number loaded in step S535-5, the winning symbol random number updated in step S400-19, the reach group determination random number 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.

[0292] (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 figure reserved memory area.

[0293] (Step S536) The main CPU 300a executes an acquisition-time effect determination process based on various random numbers stored in the target storage unit in step S535-13 above. In this acquisition-time effect determination process, the big role lottery result brought about by the newly stored special 1 hold or special 2 hold, and information regarding the execution mode of the variable effect are determined at the point in time when these special 1 hold or special 2 hold are stored. Details of this acquisition-time effect determination process will be described later.

[0294] (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.

[0295] (Step S535-21) The main CPU 300a sets a special figure reservation designation command in the transmission buffer based on the counter values loaded in step S535-19 above. Here, a special figure 1 reservation 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 reservation 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, each time a special 1 hold or special 2 hold is stored, the special 1 hold number and the special 2 hold number are transmitted to the sub-control board 330.

[0296] (Step S535-23) The main CPU 300a loads the normal game management phase.

[0297] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 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.

[0298] (Step S535-27) The main CPU 300a determines whether there has been an abnormal winning, and if it is determined that there has been an abnormal winning, it executes a start opening abnormal winning error process that performs predetermined processing and terminates the special symbol random number acquisition process (step S535).

[0299] FIG. 31 is a flowchart for explaining the winning effect determination process (step S536) in the main control board 300 according to a first and second reference example.

[0300] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number determination table based on the set value being set. Specifically, if the stored hold is a special 1 hold, any one of the corresponding special 1 jackpot determination random number determination tables (see FIGS. 6(a) to 6(f)) is selected based on the set value being set. Also, if the stored hold is a special 2 hold, any one of the corresponding special 2 jackpot determination random number determination tables (see FIGS. 7(a) to 7(f)) is selected based on the set value being set. Then, based on the selected table and the jackpot determination random number stored in the target storage unit in step S535-13, a special symbol hit provisional determination process for provisionally determining any one of a jackpot, a minor win, and a loss is performed.

[0301] (Step S536-3) The main CPU 300a executes a special symbol temporary determination process for temporarily determining a special symbol. Here, when the result of the temporary major role lottery in step S536-1 (the result derived by the special symbol hit temporary determination process) is a big win or a small win, the hit symbol random number, winning type (whether it is a big win or a small win), and hold type stored in the target storage unit in step S535-13 are loaded, the corresponding hit symbol random number determination table (see FIG. 8) is selected to extract special symbol determination data, and the extracted special symbol determination data (the type of big win symbol or small win symbol) is saved. Also, when the result of the temporary major role lottery in step S536-1 is a loss, predetermined loss special symbol determination data (the type of loss symbol) is saved.

[0302] (Step S536-5) The main CPU 300a sets a preview symbol type designation command (preview designation command) corresponding to the special symbol determination data saved in step S536-3 in the transmission buffer.

[0303] (Step S536-7) The main CPU 300a determines whether the result derived by the special symbol hit temporary determination process in step S536-1 is a big win or a small win. As a result, if it is determined to be a big win or a small win, the process proceeds to step S536-9, and if it is determined not to be a big win or a small win (a loss), the process proceeds to step S536-11.

[0304] (Step S536-9) The main CPU 300a sets a big win reach mode determination random number determination table (see FIGS. 10(b) and (c)) or a small win reach mode determination random number determination table (see FIGS. 10(d) and (e)), and the process proceeds to step S536-19.

[0305] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13.

[0306] (Step S536-13) The main CPU 300a determines whether the reach group determination random number loaded in the above step S536-11 is a fixed value (8500 or more). Here, the group type is determined with reference to the reach group determination random number determination table, and this reach group determination random number determination table is selected according to the stored number of pending numbers. At this time, the reach group determination random number is obtained from the range of 0 to 10006. If the value of the reach group determination random number is 8500 or more, the same reach group determination random number determination table is selected regardless of the number of pending numbers. If the value of the reach group determination random number is less than 8500, different reach group determination random number determination tables are selected according to the number of pending numbers. Hereinafter, among the reach group determination random numbers, the values in the range of 0 to 8499 for which different reach group determination random number determination tables are selected according to the number of pending numbers are referred to as indefinite values, and the values in the range of 8500 to 10006 for which the same reach group determination random number determination table is selected regardless of the number of pending numbers are referred to as fixed values. If it is determined that the reach group determination random number loaded in the above step S536-11 is a fixed value (8500 or more), the process proceeds to step S536-15. If it is determined that the reach group determination random number loaded in the above step S536-11 is not a fixed value (8500 or more), the process proceeds to step S536-27.

[0307] (Step S536-15) The main CPU 300a sets the reach group determination random number determination table (see FIG. 9). Note that a plurality of types of reach group determination random number determination tables are provided according to the number of pending numbers. Here, the table used when the number of pending numbers is 0 is selected. Then, based on the set reach group determination random number determination table and the reach group determination random number stored in the target storage unit in the above step S535-13, the reach group (group type) is tentatively determined.

[0308] (Step S536-17) The main CPU 300a sets the losing reach mode determination random number determination table (see FIG. 10(a)) corresponding to the group type tentatively determined in step S536-15 above, and transfers the process to step S536-19.

[0309] (Step S536-19) The main CPU 300a tentatively determines a variable mode number based on the reach mode determination random number determination table set in step S536-9 or step S536-17 above and the reach mode determination random number stored in the target storage unit in step S535-13 above. Also, here, a variable pattern random number determination table is tentatively determined together with the variable mode number.

[0310] (Step S536-21) The main CPU 300a sets the prefetch specified variable mode command (prefetch specified command) corresponding to the variable mode number tentatively determined in step S536-19 above in the transmission buffer.

[0311] (Step S536-23) The main CPU 300a tentatively determines a variable pattern number based on the variable pattern random number determination table tentatively determined in step S536-23 above and the variable pattern random number stored in the target storage unit in step S535-13 above.

[0312] (Step S536-25) The main CPU 300a sets the prefetch specified variable pattern command (prefetch specified command) corresponding to the variable pattern number tentatively determined in step S536-23 above in the transmission buffer, and ends the acquisition time production determination process.

[0313] (Step S536-27) When the main CPU 300a determines that a hold newly stored in the target storage unit has been read, it sets an indefinite value command (look-ahead specified variation mode command and look-ahead specified variation pattern command = 7FH) indicating that the group type, that is, the variation production pattern changes according to the number of holds at the time of reading the hold in the transmission buffer, and ends the acquisition-time production determination process.

[0314] Figure 32 is a flowchart for explaining the specific area passage process of step S540 according to the first and second reference examples.

[0315] (Step S540-1) When the main CPU 300a determines that it is the time of detecting the on state of the specific area detection switch in step S500-11, it determines whether the expiration period flag is on. As a result, when it determines that the expiration period flag is on, the process proceeds to step S540-3, and when it determines that the expiration period flag is not on, the process proceeds to step S540-9.

[0316] Although details will be described later, this expiration period flag is for determining whether to regard the entry of a game ball into the specific area 140b as valid, and in the first and second reference examples, it is turned on at the start of a small win game (the first round game).

[0317] (Step S540-3) In step S540-1 above, when it is determined that the expiration 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 a game ball has already effectively entered the specific area 140b. When it is determined that the specific area entry flag is on, the specific area passage process ends, and when it is determined that the specific area entry flag is not on, the process proceeds to step S540-5.

[0318] (Step S540-5) The main CPU 300a turns on the specific area entry flag.

[0319] (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.

[0320] (Step S540-9) The main CPU 300a executes predetermined error processing.

[0321] (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.

[0322] FIG. 33 is a diagram for explaining a special game management phase according to a first and second reference example. As already described, in the first and second reference examples, 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. However, in the main control board 300, each process related to such a special game is managed by a special game management phase.

[0323] 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.

[0324] FIG. 34 is a flowchart for explaining the special game management process (step S600) in the main control board 300 according to a first and second reference example.

[0325] (Step S600-1) The main CPU 300a loads the special game management phase.

[0326] (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.

[0327] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 to start the process.

[0328] (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.

[0329] FIG. 35 is a flowchart for explaining the special symbol variation waiting process in the main control board 300 according to a first and second reference example. This special symbol variation waiting process is executed when the special game management phase is "00H".

[0330] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 reserved ball number counter, that is, the special 2 reserved number (X2), is "1" or more. As a result, if it is determined that the special 2 reserved number (X2) is "1" or more, the process proceeds to step S610-7, and if it is determined that the special 2 reserved number (X2) is not "1" or more, the process proceeds to step S610-3.

[0331] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball number counter, that is, the special 1 reserved number (X1), is "1" or more. As a result, if it is determined that the special 1 reserved number (X1) is "1" or more, the process proceeds to step S610-7, and if it is determined that the special 1 reserved number (X1) is not "1" or more, the process proceeds to step S610-5.

[0332] (Step S610-5) The main CPU 300a sets a customer waiting command in the transmission buffer, executes a customer waiting setting process for setting the customer waiting state, and ends the special symbol variation waiting process.

[0333] (Step S610-7) The main CPU 300a block-transfers the special 2 holds stored in the first to fourth storage units of the second special drawing hold memory area, or the special 1 holds stored in the first to fourth storage units of the first special drawing hold memory area, to a storage unit with a smaller ordinal number. Specifically, in step S610-1, when it is determined that the number of special symbol 2 hold balls is "1" or more, the special 2 holds stored in the second to fourth storage units of the second special drawing hold memory area are 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 hold 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 special symbol 1 hold balls is "1" or more, the special 1 holds stored in the second to fourth storage units of the first special drawing hold memory area are transferred to the first to third storage units, and the special 1 hold stored in the first storage unit is block-transferred to the storage unit 0. In this special symbol memory area shift process, the counter value of the target special symbol hold ball number counter corresponding to the hold type transferred to the storage unit 0 is decremented by "1", and a hold decrement designation command indicating that the special 1 hold or the special 2 hold has been decremented by "1" is set in the transmission buffer.

[0334] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a major role lottery. This special symbol winning determination process will be described later.

[0335] (Step S610-11) The main CPU 300a executes a special symbol determination process for determining a special symbol. Here, when the determination information (the lottery result of the big role lottery) stored in step S611 above is a big win or a small win, the winning type (whether it is a big win or a small win) and the hold type are loaded, and the corresponding winning symbol random number determination table is set. Then, referring to the set winning symbol random number determination table, special symbol determination data is extracted using the winning symbol random number transferred to the 0th storage unit, and the extracted special symbol determination data (the type of big win symbol or small win symbol) is saved. On the other hand, when the lottery result of the big role lottery stored in step S611 above is a loss, if the hold type is special hold 1, special symbol X is saved as a losing symbol, and if the hold type is special hold 2, special symbol Y is saved as a losing symbol. Here, a symbol type designation command corresponding to the saved special symbol determination data is set in the transmission buffer.

[0336] (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 a number (counter value) is 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.

[0337] (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.

[0338] (Step S610-15) The main CPU 300a loads the variation mode number and the variation pattern number determined in the above step S612, and refers to the variation time determination table to determine the variation time 1 and the variation time 2. Then, the total time of the determined variation times 1 and 2 is set in the special symbol variation timer.

[0339] (Step S610-17) The main CPU 300a performs a preliminary area setting process such as storing the game state at the time when the big role lottery is executed in the game state buffer. Also, in this preliminary area setting process, when the result of the big role lottery is a big win, game state information to be set after the big role game, the type of the big win symbol (special symbol determination data), etc. are stored in the preliminary area of the main RAM 300c.

[0340] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display pattern counter in order to start the variation 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 pattern counter is controlled to light up. Here, the counter value corresponding to the segment to be lit at the start of the variation display of the special symbol is set in the special symbol display pattern counter. Note that the special symbol display pattern counter is provided separately with a special symbol 1 display pattern counter corresponding to the first special symbol display 160 and a special symbol 2 display pattern counter corresponding to the second special symbol display 162, and here, the counter value is set in the counter corresponding to the hold type.

[0341] (Step S610-21) The main CPU 300a loads the counter values of the special symbol 1 hold ball counter and the special symbol 2 hold ball counter, and sets the special figure hold designation command in the transmission buffer. Here, the special figure 1 hold designation command is set based on the counter value (special 1 hold number) of the special symbol 1 hold ball counter, and the special figure 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball counter. Also, here, the special symbol winning order command corresponding to the winning order of the special 1 hold and the special 2 hold stored in the 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, will be transmitted to the sub-control board 330.

[0342] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol variation waiting process.

[0343] FIG. 36 is a flowchart for explaining the above-described special symbol hit determination process (S611) according to a first and second reference example.

[0344] (Step S611-1) The main CPU 300a loads the registered setting value in the setting value buffer.

[0345] (Step S611-3) The main CPU 300a determines whether the registered setting value loaded in the step S611-1 is within the normal range. As a result, if it is determined that the value is within the normal range, the process proceeds to step S611-9, and if it is determined that the value is not within the normal range, the process proceeds to step S611-5.

[0346] (Step S611-5) The main CPU 300a sets 03H (setting abnormal state) in the game machine state flag.

[0347] (Step S611-7) The main CPU 300a sets the setting anomaly state command (sub-command) in the transmission buffer and ends the special symbol hit determination process. When this setting anomaly state command is transmitted to the sub-control board 330, a notification indicating that there is a setting anomaly is made.

[0348] (Step S611-9) The main CPU 300a refers to the jackpot determination random number determination table corresponding to the information loaded in Step S611-1 and sets the lower limit value and the upper limit value respectively when determining a jackpot or a minor win.

[0349] (Step S611-11) The main CPU 300a compares the jackpot determination random number transferred to the 0th storage unit with the above-mentioned lower limit value and upper limit value, and performs a determination process (big role lottery) for determining the presence or absence of winning a jackpot or a minor win.

[0350] (Step S611-13) The main CPU 300a sets the result of the determination process in Step S611-11 as determination information and ends the special symbol hit determination process.

[0351] Figure 37 is a flowchart for explaining the special symbol variation number determination process in the main control board 300 according to a first and second reference example.

[0352] (Step S612-1) The main CPU 300a determines whether the result of the big role lottery in Step S611 is a jackpot or a minor win. As a result, if it is determined that it is a jackpot or a minor win, the process proceeds to Step S612-3, and if it is determined that it is neither a jackpot nor a minor win (a loss), the process proceeds to Step S612-5.

[0353] (Step S612-3) The main CPU 300a sets the reach mode determination random number determination table corresponding to the current game state, the type of jackpot symbol, the hold type, and the variation state.

[0354] (Step S612-5) When the hold type of the read hold is the special 2 hold, 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 the special 1 hold, the main CPU 300a checks the counter value of the special symbol 1 hold ball number counter.

[0355] (Step S612-7) Based on the current game state, the number of holds confirmed in step S612-5 above, and the hold type, the main CPU 300a sets the corresponding reach group determination random number determination table. 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 S610-5 above, the reach group (group type) is determined.

[0356] (Step S612-9) The main CPU 300a sets the losing reach mode determination random number determination table corresponding to the group type determined in step S612-7 above.

[0357] (Step S612-11) Based on the reach mode determination random number determination table set in step S612-3 or step S612-9 above and the reach mode determination random number transferred to the 0th storage unit in step S610-7 above, the main CPU 300a determines the variation mode number. Also, here, together with the variation mode number, the variation pattern random number determination table is determined.

[0358] (Step S612-13) The main CPU 300a sets the variation mode command corresponding to the variation mode number determined in step S612-11 above in the transmission buffer.

[0359] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-11 and the variation pattern random number transferred to the 0th storage unit in step S610-7.

[0360] (Step S612-17) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in step S612-15 in the transmission buffer and ends the special symbol variation number determination process.

[0361] FIG. 38 is a flowchart for explaining the process during special symbol variation in the main control board 300 according to one kind and two kinds of reference examples. This process during special symbol variation is executed when the special game management phase is "01H".

[0362] (Step S620-1) The main CPU 300a executes a process of updating the special symbol variation base counter. The counter value of the special symbol variation base counter is set to make 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.

[0363] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-1 is "0". 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.

[0364] (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 step S610-15.

[0365] (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.

[0366] (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, if the timer value of the special symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.

[0367] (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 process of this special symbol variation is terminated.

[0368] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display pattern counter to be updated and terminates the process of this special symbol variation. As a result, each segment constituting the 7-segment will be sequentially lit at predetermined intervals.

[0369] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0370] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in the above step S610-13 in the target special symbol display symbol counter. As a result, the determined special symbol is stopped and displayed on the first special symbol display 160 or the second special symbol display 162.

[0371] (Step S620-19) The main CPU 300a sets a special symbol stop designation command indicating that a special symbol has been stopped and displayed on the first special symbol display 160 or the second special symbol display 162 in the transmission buffer.

[0372] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time to stop displaying the special symbol, in the special game timer, and ends the special symbol variation process.

[0373] FIG. 39 is a flowchart for explaining the special symbol stop symbol display process in the main control board 300 according to a first and second reference example. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0374] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in the above 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 special symbol stop symbol display process is ended, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S630-3.

[0375] (Step S630-3) The main CPU 300a checks the result of the big role lottery.

[0376] (Step S630-5) The main CPU 300a determines whether the result of the big role lottery is a big win. As a result, if it is determined to be a big win, the process proceeds to step S630-19, and if it is determined not to be a big win, the process proceeds to step S630-7.

[0377] (Step S630-7) The main CPU 300a executes the count cut-off management process. Here, a time-saving state flag for identifying whether the game state is a non-time-saving game state or a time-saving game state is loaded, and it is confirmed whether the current game state is a non-time-saving game state or a time-saving game state. And when the game state is a time-saving game state, the counter value of the time-saving count cut-off counter is updated to a value obtained by subtracting "1" from the current counter value. Note that as a result of updating the time-saving count cut-off counter, when the counter value becomes "0", the time-saving state flag corresponding to the non-time-saving game state is set. Thereby, in the time-saving game state, when the special symbol is determined a predetermined number of times without winning the big win, the game state will shift to the non-time-saving game state.

[0378] (Step S630-9) The main CPU 300a updates the variation state.

[0379] (Step S630-11) 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.

[0380] (Step S630-13) The main CPU 300a sets a count command for transmitting the time-saving count updated in step S630-7 above to the sub-control board 330 in the transmission buffer.

[0381] (Step S630-15) The main CPU 300a determines whether the result of the big role lottery is a minor win. As a result, if it is determined to be a minor win, the process proceeds to step S630-21, and if it is determined not to be a minor win, the process proceeds to step S630-17.

[0382] (Step S630-17) 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 is performed.

[0383] (Step S630-19) The main CPU 300a resets (sets) the game state to the non-time-limited game state, which is the initial state.

[0384] (Step S630-21) 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.

[0385] (Step S630-23) The main CPU 300a performs a special electric accessory maximum operation times setting process. Specifically, referring to the data set in step S630-21 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 executable in the big role game starting from now. On the other hand, a special electric accessory continuous operation times counter is provided in the main RAM 300c, and at the start of each round game, the current round game number is managed by adding "1" to the counter value of the special electric accessory continuous operation times counter. Here, along with the start of the big role game, the process of resetting (updating to "0") the counter value of this special electric accessory continuous operation times counter is also executed.

[0386] (Step S630-25) The main CPU 300a refers to the data set in the above step S630-21 and saves a predetermined opening time as a timer value in the special game timer.

[0387] (Step S630-27) The main CPU 300a sets an opening designation command for transmitting the start of a big winning combination game or a small win 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 S630-25 is set in the transmission buffer.

[0388] (Step S630-29) If the result of the big winning combination lottery confirmed in the above step S630-3 is a big win, the main CPU 300a updates the special game management phase to "03H", and if it is a small win, it updates the special game management phase to "07H" and ends the special symbol stop symbol display process. As a result, a big winning combination game or a small win game will be started.

[0389] Figure 40 is a flowchart for explaining the pre-opening process of the big winning opening in the main control board 300 according to a first and second reference example. This pre-opening process of the big winning opening is executed when the special game management phase is "03H" or "07H".

[0390] (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 proceeds to step S640-3.

[0391] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation counter to a value obtained by adding "1" to the current counter value.

[0392] (Step S640-5) The main CPU 300a sets a special winning opening release command for transmitting the start of the release of the first major winning opening 126 and the second major winning opening 128 (start of the round game) to the sub-control board 330 in the transmission buffer.

[0393] (Step S641) The main CPU 300a executes a special winning opening opening / closing switching process. This special winning opening opening / closing switching process will be described later.

[0394] (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.

[0395] (Step S640-9) The main CPU 300a determines whether it is the start of the first round 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 game, the process proceeds to step S640-11, and if it is determined that it is not the start of the first round game, the process proceeds to step S640-13.

[0396] (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 game balls into the specific area 140b is enabled.

[0397] (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 big winning opening pre - processing.

[0398] FIG. 41 is a flowchart for explaining the opening / closing switching process of the big winning opening in the main control board 300 according to a first and second reference example.

[0399] (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 opening / closing times of the first big winning opening 126 and the second big winning opening 128 during one round game). As a result, if it is determined that the counter value is the upper limit value, the big winning opening / closing switching process is ended. If it is determined that the counter value is not the upper limit value, the process proceeds to step S641 - 3.

[0400] (Step S641 - 3) The main CPU 300a refers to the data in the special electric accessory operation ram set table, and based on the counter value of the special electric accessory opening / closing switching counter, extracts solenoid control data for energization control of the first big winning opening solenoid 126c or the second big winning opening solenoid 128c, and timer data which is the energization time or the energization stop time of the first big winning opening solenoid 126c or the second big winning opening solenoid 128c.

[0401] (Step S641 - 5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a starts energizing 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 for stopping 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 steps S400-31 and S400-33 above, the energization start or stop of the first large winning port solenoid 126c or the second large winning port solenoid 128c will be controlled.

[0402] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 above to the special game timer. Note that the timer value saved to the special game timer here is the maximum opening time for one time of the first large winning port 126 and the second large winning port 128.

[0403] (Step S641-9) The main CPU 300a determines whether it is in the energization start state of the first large winning port solenoid 126c or the second large winning port solenoid 128c, that is, whether the control process for starting the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c was performed in step S641-5 above. 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 port opening / closing switching process ends.

[0404] (Step S641-11) The main CPU 300a updates the counter value of the special electric accessory opening / closing switching counter to the value obtained by adding "1" to the current counter value, and ends the large winning port opening / closing switching process.

[0405] Figure 42 is a flowchart for explaining the main control board 300's big winning opening control process according to one or two reference examples. This big winning opening control process is executed when the special game management phase is "04H" or "08H".

[0406] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the process moves to step S650-5, and if it is determined that the timer value of the special game timer is "0", the process moves to step S650-3.

[0407] (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 moves to step S650-7, and if it is determined that the counter value is not the upper limit value, the process moves to step S641.

[0408] (Step S641) In step S650-3 above, if 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.

[0409] (Step S650-5) The main CPU 300a determines whether the counter value of the big winning opening winning ball count counter updated in step S500-9 has reached the specified number, that is, whether the same number of game balls as the maximum number of winning balls in one round has 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 control process ends, and if it is determined that the specified number has been reached, the process moves to step S650-7.

[0410] (Step S650-7) The main CPU 300a executes a big winning port closing process necessary to stop energization of the first big winning port solenoid 126c and the second big winning port solenoid 128c to close the first big winning port 126 and the second big winning port 128. As a result, the first big winning port 126 and the second big winning port 128 are in a closed state.

[0411] (Step S650-9) The main CPU 300a saves the big winning port closing effective time (interval time) to the special game timer.

[0412] (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").

[0413] (Step S650-13) The main CPU 300a sets a big winning port closing specified command indicating that the first big winning port 126 and the second big winning port 128 are closed in the transmission buffer, and ends the big winning port opening control process.

[0414] FIG. 43 is a flowchart for explaining the big winning port closing effective process in the main control board 300 according to one kind and two kinds of reference examples. This big winning port closing effective process is executed when the special game management phase is "05H" or "09H".

[0415] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the big winning port closing effective process ends, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S660-3.

[0416] (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 preset number of rounds of the bonus game has 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 proceeds to step S660-9, and if it is determined that they do not match, the process proceeds to step S660-5.

[0417] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". When the special game management phase is "09H", that is, during the control of the small win game, since the number of rounds 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.

[0418] (Step S660-7) The main CPU 300a saves the predetermined big winning port closing time to the special game timer and ends the big winning port closing valid process. As a result, the next round of the game will start.

[0419] (Step S660-9) The main CPU 300a determines whether the special game management phase is 09H, that is, whether it is during the 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.

[0420] (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. When it is determined that the discharge is complete, the process proceeds to step S660-13, and when it is determined that the discharge is not complete, the large winning opening closing valid process ends. Note that if a determination result indicating that the discharge is not complete is continuously derived for a certain period of time, error processing is performed.

[0421] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is on. As a result, when it is determined that the specific area entry flag is on, the process proceeds to step S660-15, and when it is determined that the specific area entry flag is not on, the process proceeds to step S660-21.

[0422] (Step S660-15) The main CPU 300a turns off the specific area entry flag.

[0423] (Step S660-17) The main CPU 300a checks the type of small winning 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 the big winning game) as the counter value in the special electric accessory maximum operation count counter.

[0424] (Step S660-19) The main CPU 300a sets 03H in the special game management phase and ends the large winning opening closing valid process.

[0425] (Step S660-21) The main CPU 300a executes an ending time setting process for saving the ending time in the special game timer.

[0426] (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").

[0427] (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 large winning opening closing valid process.

[0428] FIG. 44 is a flowchart for explaining the large winning opening end wait process in the main control board 300 according to a first and second reference example. This large winning opening end wait process is executed when the special game management phase is "06H" or "0AH".

[0429] (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 large 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.

[0430] (Step S670-3) The main CPU 300a executes a state setting process for setting the game state after the big winning game ends. Here, the game state after the big winning game ends is set based on the type of special symbol that triggered the big winning game or the small winning game. Specifically, when the special symbol is special symbol A or a, the short time game state is set and the short time count is set to 1. Also, when the special symbol is special symbol B, C, b, or c, the short time game state is set and the short time count is set to 7.

[0431] In addition, if a small winning combination is selected but the game ball does not enter the specific area 140b during the small winning game, the game state after the small winning game is maintained as the game state before the small winning game. Or, if the game ball does not enter the specific area 140b during the small winning game, the game state after the small winning game may be set to the non-time-limited game state. Also, if the game ball does not enter the specific area 140b during the small winning game, the game state after the small winning game may be set to the time-limited game state and the number of time-limited times may be set to a predetermined number of times set in advance. Or, depending on the type of small winning symbol, the setting of the game state when the game ball does not enter the specific area 140b and the setting of the number of time-limited times may be varied.

[0432] Also, here, based on the big winning symbol that triggers the execution of the big winning game or the small winning symbol that triggers the execution of the small winning game, and the set value being set, the process of setting the change state after the end of the big winning game or the small winning game is also performed.

[0433] (Step S670-5) The main CPU 300a sets a game state change designation command for transmitting the game state and the change state set after the end of the big winning game to the transmission buffer.

[0434] (Step S670-7) The main CPU 300a sets a count designation command corresponding to the number of time-limited times saved in step S670-3 to the transmission buffer.

[0435] (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.

[0436] FIG. 45 is a diagram for explaining a normal game management phase according to a first and second reference example. As already described, in the first and second reference examples, 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 of these processes related to the normal game is managed by the normal game management phase.

[0437] As shown in FIG. 45, 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 waiting process" is called. When the normal game management phase is "01H", a module for executing the "normal symbol variation in 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 "pre-opening process of the normal electric accessory winning port" is called. When the normal game management phase is "04H", a module for executing the "opening control process of the normal electric accessory winning port" is called. When the normal game management phase is "05H", a module for executing the "closing valid process of the normal electric accessory winning port" is called. When the normal game management phase is "06H", a module for executing the "ending wait process of the normal electric accessory winning port" is called.

[0438] FIG. 46 is a flowchart for explaining the normal game management process (step S700) in the main control board 300 according to the first and second reference examples.

[0439] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0440] (Step S700-3) The main CPU 300a selects a normal game control module corresponding to the normal game management phase loaded in the above step S700-1.

[0441] (Step S700-5) The main CPU 300a calls the normal game control module selected in the above step S700-3 and starts processing.

[0442] (Step S700-7) The main CPU 300a loads a normal game timer for managing the control time of the normal game.

[0443] Figure 47 is a flowchart for explaining the normal symbol variation waiting process in the main control board 300 according to a first and second reference example. This normal symbol variation waiting process is executed when the normal game management phase is "00H".

[0444] (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 general symbol hold is "0". As a result, if it is determined that the counter value is "0", the normal symbol variation waiting process ends, and if it is determined that the counter value is not "0", the process moves to step S710-3.

[0445] (Step S710-3) The main CPU 300a block transfers the general symbol holds (winning determination random numbers) stored in the first to fourth storage units of the general symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, the general symbol holds stored in the second to fourth storage units are transferred to the first to third storage units. Also, a processing target 0th storage unit is provided in the main RAM 300c, and the general symbol hold stored in the first storage unit is transferred to the 0th storage unit. In this normal symbol storage area shift process, the counter value of the normal symbol hold ball number counter is decremented by "1", and a general symbol hold decrement specified command indicating that the general symbol hold has been decremented by "1" is set in the transmission buffer.

[0446] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th storage unit, selects the winning determination random number determination table corresponding to the current game state, performs a normal pattern lottery, and executes a normal symbol winning determination process for storing the lottery result.

[0447] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the normal pattern lottery in step S710-5 above. In the first and second reference examples, the normal symbol display 168 is composed of one LED lamp. In the case of a win, the normal symbol display 168 is turned on, and in the case of a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether the normal symbol display 168 will finally be turned on or not. For example, when winning, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.

[0448] (Step S710-9) The main CPU 300a checks the current game state, selects and sets the corresponding normal symbol variation time data table.

[0449] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning determination random number transferred to the 0th storage unit in step S710-3 above and the normal symbol variation time data table set in step S710-9 above.

[0450] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above in the normal game timer.

[0451] (Step S710-15) The main CPU 300a executes a process of setting a normal symbol display counter in order to start the variable display of the normal symbol on the normal symbol display 168. When, for example, "0" is set as the counter value in this normal symbol display counter, the normal symbol display 168 is controlled to light up, and when "1" is set as the counter value, the normal symbol display 168 is controlled to turn off. Here, a predetermined counter value is set in the normal symbol display counter at the start of the variable display of the normal symbol.

[0452] (Step S710-17) The main CPU 300a sets a normal symbol hold designation command indicating the normal symbol hold count stored in the normal symbol hold memory area in the transmission buffer.

[0453] (Step S710-19) The main CPU 300a sets a normal symbol designation command in the transmission buffer based on the normal symbol stop symbol number determined in step S710-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the normal symbol winning determination process.

[0454] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol variable waiting process.

[0455] FIG. 48 is a flowchart for explaining the process during the normal symbol variation in the main control board 300 according to a first and second reference example. This process during the normal symbol variation is executed when the normal game management phase is "01H".

[0456] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 above is "0". As a result, if the timer value is "0", the process proceeds to step S720-9, and if the timer value is not "0", the process proceeds to step S720-3.

[0457] (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.

[0458] (Step S720-5) The main CPU 300a determines whether the timer value of the normal symbol display timer is "0". As a result, if it is determined that the timer value of the normal symbol display timer is "0", the process proceeds to step S720-7, and if it is determined that the timer value of the normal symbol display timer is not "0", the current normal symbol variation process ends.

[0459] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display symbol counter. Here, when 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 lighting, and when the counter value is the counter value indicating the lighting of the normal symbol display 168, it is updated to the counter value indicating extinguishing, and the current normal symbol variation process ends. As a result, the normal symbol display 168 repeatedly lights and extinguishes (flashes) at predetermined intervals over the normal symbol variation time.

[0460] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally controlled to light or extinguish, and the result of the normal symbol lottery is notified.

[0461] (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.

[0462] (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.

[0463] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the process during the normal symbol variation.

[0464] FIG. 49 is a flowchart for explaining the normal symbol stop symbol display process in the main control board 300 according to a first and second reference example. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0465] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the normal symbol stop symbol display process ends, and if it is determined that the timer value of the normal game timer is "0", the process moves to step S730-3.

[0466] (Step S730-3) The main CPU 300a checks the result of the normal symbol lottery.

[0467] (Step S730-5) The main CPU 300a determines whether the result of the normal symbol lottery is a win. As a result, if it is determined that it is a win, the process moves to step S730-9, and if it is determined that it is not a win (a loss), the process moves to step S730-7.

[0468] (Step S730-7) The main CPU 300a updates the normal game management phase to "00H" and ends the normal symbol stop symbol display process. As a result, the normal game management process based on the first normal symbol hold ends, and if a normal symbol hold is stored, a process for starting the variable display of the normal symbol based on the next hold is performed.

[0469] (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.

[0470] (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.

[0471] FIG. 50 is a flowchart for explaining the process before opening the normal electric accessory winning port in the main control board 300 according to a first and second reference example. This process before opening the normal electric accessory winning port is executed when the normal game management phase is "03H".

[0472] (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 moves to step S741.

[0473] (Step S741) The main CPU 300a executes the opening / closing switching process of the normal electric accessory winning port. This opening / closing switching process of the normal electric accessory winning port will be described later.

[0474] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the process before opening the normal electric accessory winning port.

[0475] FIG. 51 is a flowchart for explaining the normal electric accessory winning port opening / closing switching process in the main control board 300 according to one or two reference examples.

[0476] (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 port opening / closing switching process ends; if it is determined that the counter value is not the upper limit value, the process moves to step S741-3.

[0477] (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 electric 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.

[0478] (Step S741-5) The main CPU 300a executes a normal electric accessory solenoid energization control process to start or stop the energization of the normal electric accessory solenoid 122c based on the solenoid control data extracted in step S741-3 above. By executing this normal electric accessory solenoid energization control process, the energization start or stop of the normal electric accessory solenoid 122c is controlled in steps S400-31 and S400-33 above.

[0479] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S741-3 to the normal game timer. Note that the timer value saved to the normal game timer here is the maximum opening time for one time of the second start port 122.

[0480] (Step S741-9) The main CPU 300a determines whether it is the energization start state of the normal electric accessory solenoid 122c, that is, whether the control process of starting the energization of the normal electric accessory solenoid 122c was performed in the above step S741-5. As a result, if it is determined that it is the energization start state, the process proceeds to step S741-11, and if it is determined that it is not the energization start state, the normal electric accessory winning port opening / closing switching process ends.

[0481] (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.

[0482] FIG. 52 is a flowchart for explaining the normal electric accessory winning port opening control process in the main control board 300 according to a first and second reference example. This normal electric accessory winning port opening control process is executed when the normal game management phase is "04H".

[0483] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in the above step S741-7 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the process proceeds to step S750-5, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S750-3.

[0484] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric accessory opening / closing switching counter is the upper limit value of the normal electric accessory opening / closing switching times. As a result, if it is determined that the counter value is the upper limit value, the process proceeds to step S750-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741.

[0485] (Step S741) In step S750-3 above, if it is determined that the counter value of the normal electric accessory opening / closing switching counter is not the upper limit value of the normal electric accessory opening / closing switching times, the main CPU 300a executes the process of step S741.

[0486] (Step S750-5) The main CPU 300a determines whether the counter value of the normal electric accessory winning ball counter updated in step S530-9 has reached the specified number, that is, whether the same number of game balls as the maximum number of winning balls possible during one opening / closing control has entered the second starting 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.

[0487] (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 starting port 122. As a result, the second starting port 122 becomes the closed state.

[0488] (Step S750-9) The main CPU 300a saves the normal power effective state time to the normal game timer.

[0489] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and ends the normal electric accessory winning port opening control process.

[0490] FIG. 53 is a flowchart for explaining the normal electric accessory winning port closing effective process in the main control board 300 according to one kind and two kinds of reference examples. This normal electric accessory winning port closing effective process is executed when the normal game management phase is "05H".

[0491] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 above is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the normal electric accessory winning port closing effective process is terminated, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S760-3.

[0492] (Step S760-3) The main CPU 300a saves the general electric end wait time in the normal game timer.

[0493] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and terminates the normal electric accessory winning port closing effective process.

[0494] FIG. 54 is a flowchart for explaining the normal electric accessory winning port end wait process in the main control board 300 according to one kind and two kinds of reference examples. This normal electric accessory winning port end wait process is executed when the normal game management phase is "06H".

[0495] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 above is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the normal electric accessory winning port end wait process is terminated, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S770-3.

[0496] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the end wait process for the normal electric accessory winning port. As a result, when a normal drawing hold is stored, the variable display of the normal symbols will resume.

[0497] As described above, various processes are executed on the main control board 300, and special games and normal games proceed. During the progress of such games, control for executing various effects is performed on the sub-control board 330 based on commands transmitted from the main control board 300. The following shows effect reference examples.

[0498] <Effect Reference Example> FIG. 55 is a diagram for explaining an example of a variable effect of a non-reach variable pattern according to an effect reference example. As described above, when a major winning lottery is performed on the main control board 300, during the variable display of the special symbols, that is, over the variable time of the special symbols, a variable effect for notifying the result of the major winning lottery is executed. In this variable effect, various background images are displayed on the main effect display unit 200a, and effect symbols 210a, 210b, and 210c are displayed superimposed on this background image. During the variable effect, along with the image displayed on the main effect display unit 200a, a sound is output from the sound output device 206, the effect lighting device 204 is controlled to light up, and the effect accessory device 202 is controlled to move, but detailed explanations are omitted here.

[0499] The variable performance according to the performance reference example is roughly classified into a non-reach variable pattern and a reach variable pattern. In the variable performance of the non-reach variable pattern, a background image (not shown) is displayed on the main performance display unit 200a, and performance symbols 210a, 210b, and 210c are superimposed on this background image and variably displayed. For example, as shown in FIG. 55(a), it is assumed that the performance symbols 210a, 210b, and 210c are stopped and displayed in a combination indicating that the big role lottery result is a miss. In this state, when a new variable display of a special symbol is performed, with the start of the variable display of the special symbol, as shown in FIG. 55(b), the three performance symbols 210a, 210b, and 210c start variable display (scroll display). Note that the downward white arrows in the figure indicate that the performance symbols 210a, 210b, and 210c are being scrolled and displayed in the height direction.

[0500] Then, as shown in FIG. 55(c), first, the performance symbol 210a is stopped and displayed, and then, as shown in FIG. 55(d), a performance symbol 210c different from the performance symbol 210a is stopped and displayed. Then, when the variable display of the special symbol ends and the special symbol stops and is displayed on the first special symbol display 160 or the second special symbol display 162, at almost the same timing, as shown in FIG. 55(e), the performance symbol 210b is stopped and displayed, and the player is notified of the big role lottery result according to the final stop display state of the three performance symbols 210a, 210b, and 210c at this time.

[0501] FIG. 56 is a diagram for explaining an example of the variable performance of the normal reach variable pattern according to the performance reference example. In the performance reference example, the reach variable pattern is roughly classified into a normal reach variable pattern, a developed reach variable pattern, and a pseudo-continuous reach variable pattern. The variable performance of the normal reach variable pattern, similar to the variable performance of the non-reach variable pattern, starts the variable display of the performance symbols 210a, 210b, and 210c with the start of the variable display of the special symbol, and as shown in FIG. 56(a), the performance symbol 210a is first stopped and displayed. Then, as shown in FIG. 56(b), the performance symbol 210c that is the same as the performance symbol 210a is stopped and displayed.

[0502] In this way, in the main effect display unit 200a, when the same effect symbols 210a and 210c are displayed in the reach mode where they are stopped, as shown in Fig. 56(c), in the main effect display unit 200a, "REACH" is displayed superimposed on the effect symbols 210a and 210c. Note that multiple types of reach modes are provided, and the same effect symbols 210a and 210c with any one of the numbers "1" to "9" marked on them are stopped and displayed. Then, as shown in Fig. 56(d), the shapes of the effect symbols 210a and 210c are variably displayed with a change different from that before the reach mode is entered. And finally, as shown in Fig. 56(e), an effect symbol 210b different from the effect symbols 210a and 210c is stopped and displayed, and the player is notified that the result of the big role lottery is a miss.

[0503] Fig. 57 is a diagram for explaining an example of the variable effect of the development reach variation pattern at the time of a miss according to the effect reference example, and Fig. 58 is a diagram for explaining an example of the variable effect of the development reach variation pattern at the time of a big win according to the effect reference example. As shown in Figs. 57(a) to (d) and Figs. 58(a) to (d), the variable effect of the development reach variation pattern is the same as the variable effect of the normal reach variation pattern. In the main effect display unit 200a, the effect symbols 210a and 210c are displayed in the reach mode, and then a reach development effect in which a predetermined development image (video) is reproduced and displayed is executed. In this reach development effect, for example, as shown in Figs. 57(e) and 58(e), a mission is displayed on the main effect display unit 200a, and as shown in Figs. 57(f), (g) and Figs. 58(f), (g), images for achieving the mission are displayed.

[0504] Here, the development images for the reach development presentation are roughly classified into a losing pattern and a jackpot pattern. In the development image of the losing pattern, as shown in FIG. 57(h), an image indicating mission failure is finally displayed, and then, as shown in FIG. 57(i), the production symbols 210a, 210b, and 210c stop being displayed in a combination that announces a loss. On the other hand, in the development image of the jackpot pattern, as shown in FIG. 58(h), an image indicating mission success is finally displayed, and then, as shown in FIG. 58(i), the production symbols 210a, 210b, and 210c stop being displayed in a combination that announces a jackpot.

[0505] Note that the reach development presentation includes, for example, a mission presentation in which a development image of the content of challenging a mission is displayed as described above, and a battle presentation in which a development image of a friendly character and an enemy character fighting against each other is displayed. The mission presentation is provided with a plurality of execution patterns that differ in the content of the mission, and the battle presentation is provided with a plurality of execution patterns that differ in the characters appearing and the fighting method. Also, as described above, the execution patterns of the mission presentation are roughly classified into a jackpot pattern for achieving the mission and a losing pattern for failing the mission, and similarly, the execution patterns of the battle presentation are also roughly classified into a jackpot pattern in which the friendly character wins against the enemy character and a losing pattern in which the friendly character loses to the enemy character.

[0506] The jackpot pattern and the losing pattern are composed of the same content until the end of the presentation, and they differ in whether the friendly character finally wins or loses, or whether the mission is achieved or not. Therefore, during the reach development presentation, until the end of the variable presentation, the player cannot identify the result of the big role lottery, and a sense of expectation for a jackpot is given to the player.

[0507] Note that the jackpot pattern is selected only when the result of the big prize draw is a jackpot, and the losing pattern is selected only when the result of the big prize draw is a loss. However, in one variation performance, the reach development performance may be executed twice. In this case, the first reach development performance is executed with the losing pattern, and the second reach development performance is executed with the losing pattern or the jackpot pattern. Below, the flow of the performance when the reach development performance is executed twice in one variation performance will be described.

[0508] FIG. 59 is a diagram for explaining an example of a variation performance when the reach development performance according to the performance reference example is executed twice. For example, after the performance symbols 210a and 210c are displayed in the reach mode, as shown in FIGS. 59(a) and (b), it is assumed that a mission performance is executed. So far, there is no difference from the case where the reach development performance is executed only once in one variation performance. However, immediately after it is notified that the mission could not be achieved, as shown in FIG. 59(c), "REACH UP" is displayed on the main performance display unit 200a.

[0509] Thereafter, as shown in FIG. 59(d), a development image for the battle performance is displayed on the main performance display unit 200a, and the second reach development performance is started. This development image for the battle performance depicts a content where the friendly character and the enemy character fight. When a jackpot is won, as shown in FIG. 59(e), finally the friendly character wins against the enemy character, and as shown in FIG. 59(f), the performance symbols 210a, 210b, and 210c stop displaying in a combination that announces a jackpot. On the other hand, when it is a loss, as shown in FIG. 59(g), finally the friendly character loses to the enemy character, and as shown in FIG. 59(h), the performance symbols 210a, 210b, and 210c stop displaying in a combination that announces a loss.

[0510] FIG. 60 is a diagram for explaining an example of a variation effect of a pseudo-continuous reach variation pattern according to an effect reference example. As shown in FIG. 60(a), when the variation display of the effect symbols 210a, 210b, and 210c is started, as shown in FIG. 60(b), the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in any one of a plurality of types of pseudo-aspects provided in advance. This pseudo-aspect is, for example, one in which the same effect symbols 210a, 210b and the effect symbol 210c with a number "2" larger than these effect symbols 210a, 210b are temporarily stopped and displayed.

[0511] When the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in the pseudo-aspect, as shown in FIG. 60(c), the variation display of the effect symbols 210a, 210b, and 210c is resumed. That is, it can be said that the pseudo-aspect indicates the re-variation display of the effect symbols 210a, 210b, and 210c. Thereafter, as shown in FIG. 60(d), the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed again in the pseudo-aspect.

[0512] Then, as shown in FIG. 60(e), when the variation display of the effect symbols 210a, 210b, and 210c is resumed, as shown in FIG. 60(f), the effect symbols 210a and 210c are displayed in the reach aspect. Thereafter, as shown in FIGS. 60(g) to (i), a reach development effect is executed in the same manner as the development reach variation pattern, and the result of the major role lottery is notified to the player.

[0513] In this way, the variation effect of the pseudo-continuous reach variation pattern is different from the variation effect of the development reach variation pattern in the content until the effect symbols 210a and 210c become the reach aspect, and after becoming the reach aspect, the variation effect proceeds in the same manner as the development reach variation pattern.

[0514] In the pseudo - continuous reach variation pattern, a plurality of variation display patterns of the effect symbols 210a, 210b, and 210c until they reach the reach state are provided. For each variation display pattern, the number of temporary stop displays of the effect symbols 210a, 210b, and 210c, in other words, the number of variation displays of the effect symbols 210a, 210b, and 210c is different. This variation display pattern is determined by a variation mode command, and the selection ratio of the variation mode command at the time of a big win and at the time of a loss is set so that the higher the number of temporary stop displays (variation displays) of the effect symbols 210a, 210b, and 210c, the higher the possibility (hereinafter referred to as "reliability") of finally notifying a big win.

[0515] Specifically, when the result of the big - role lottery is a big win, the selection ratio of the variation mode command with a large number of variation displays is set higher than the selection ratio of the variation mode command with a small number of variation displays. When the result of the big - role lottery is a loss, the selection ratio of the variation mode command with a small number of variation displays is set higher than the selection ratio of the variation mode command with a large number of variation displays.

[0516] Also, in the main control board 300, the reliability of the pseudo - continuous reach variation pattern is set to be higher than the reliability of the progressive reach variation pattern. Therefore, the reliability is suggested by the number of temporary stop displays (variation displays) of the effect symbols 210a, 210b, and 210c, and the player will watch the course of the performance while expecting the effect symbols 210a, 210b, and 210c to be temporarily stopped (varied) more times.

[0517] The above - described execution pattern of the variation performance is determined and executed under control in the sub - control board 330 based on the variation command determined by the main control board 300. That is to say, it can be said that the execution pattern of the variation performance is determined by the cooperation of the main control board 300 and the sub - control board 330.

[0518] FIG. 61 is a diagram for explaining a variable effect determination table according to an effect reference example. FIG. 61(a) shows a first-half variable effect determination table, and FIG. 61(b) shows a second-half variable effect determination table.As described above, when a major role lottery is performed on the main control board 300, based on the result of the major role lottery, variable commands are determined, and each determined command is transmitted to the sub-control board 330. In the sub-control board 330, when a variable mode command is received, a performance random number from 0 to 249 is obtained, and with reference to the first-half variable effect determination table, based on the obtained performance random number and the received variable mode command, the execution pattern of the first-half variable effect is determined. Also, when a variable pattern command is received, a performance random number from 0 to 249 is obtained, and with reference to the second-half variable effect determination table, based on the obtained performance random number and the received variable pattern command, the execution pattern of the second-half variable effect is determined. Note that in FIG. 61, only a part of the first-half variable effect determination table and the second-half variable effect determination table is extracted and shown.

[0519] As shown in FIG. 61, according to the first-half variable effect determination table, selection ratios for the execution patterns of the first-half variable effects are set for each variable mode number (variable mode command), and according to the second-half variable effect determination table, selection ratios for the execution patterns of the second-half variable effects are set for each variable pattern number (variable pattern command). Then, by combining and executing the determined execution patterns of the first-half and second-half variable effects, one variable effect is executed.

[0520] For the variation effect of the reachless variation pattern, as the first-half execution pattern, "none", which indicates not executing the first-half variation effect, is determined. As the second-half execution pattern, it is executed when "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2", which correspond to the reachless variation pattern, are determined. For example, when receiving a variation mode command corresponding to a variation mode number of "01H" that indicates that the first-half variation effect is not executed, in the sub-control board 330, "none" is always determined as the first-half execution pattern. Also, at this time, in the second-half variation effect determination table, the selection ratio is set so that only one of "Normal Loss 1", "Normal Loss 2", "Special Loss 1", and "Special Loss 2" is determined for the simultaneously receivable variation pattern command. Therefore, by determining "none" as the first-half execution pattern and "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" as the second-half execution pattern, the execution pattern of the variation effect is determined as the above-mentioned reachless variation pattern.

[0521] On the other hand, for the variation effect of the reach variation pattern, when something other than "none" is determined as the first-half execution pattern and any of the reach development effects (shown as Development 1 to 5 in the figure) is determined as the second-half execution pattern, it is executed. In other words, when the variation effect of the reach variation pattern is executed in the main effect display unit 200a, a variation mode command corresponding to a variation mode number other than the variation mode number = 01H must be received, and a variation pattern command corresponding to a variation pattern number for which any of Development 1 to 5 is determined must be received.

[0522] Here, in Fig. 61(a), "Normal Reach 1", "Normal Reach 2", etc. in the first half of the execution pattern respectively indicate the background image and the variable display pattern of the production symbols 210a, 210b, 210c displayed on the main production display unit 200a until the production symbols 210a, 210b, 210c reach the reach mode in the variable production of the normal reach variable pattern. More specifically, it indicates the variable display pattern until the reach development production starts. These image patterns are pre-designed to match the time of the variable display of the special symbol associated with the variable mode number. For example, when "Normal Reach 1" is determined, the images shown in Figs. 56(a) to (d) will be displayed on the main production display unit 200a.

[0523] Also, in Fig. 61(a), "Pseudo 2a", etc. in the first half of the execution pattern indicate the display pattern of the main variable production image displayed on the main production display unit 200a until the reach development production starts in the variable production of the pseudo continuous reach variable pattern, that is, the execution pattern of the symbol display production in which the production symbols 210a, 210b, 210c are variably displayed. For example, "Pseudo 2a" is a pseudo continuous reach variable pattern of "Pseudo 2" in which the production symbols 210a, 210b, 210c are variably displayed twice, indicating that the main variable production image has the display pattern a. Also, "Pseudo 3b" is a pseudo continuous reach variable pattern of "Pseudo 3" in which the production symbols 210a, 210b, 210c are variably displayed three times, indicating that the main variable production image has the display pattern b.

[0524] In the first half variation effect determination table and the second half variation effect determination table shown in FIG. 61, the selection ratios are set such that the variation effects of the no-reach variation pattern and the normal reach variation pattern are executed only when the result of the major role lottery is a miss. Also, the progressive reach variation pattern and the pseudo-continuous reach variation pattern are determined both in the case of a miss and in the case of a jackpot. However, for the progressive reach variation pattern, the selection ratio at the time of a miss is set higher and the selection ratio at the time of a jackpot is set lower than that of the pseudo-continuous reach variation pattern. Thus, by setting the selection ratios for misses and jackpots, the pseudo-continuous reach variation pattern is set to have a higher reliability than the progressive reach variation pattern.

[0525] Furthermore, among the pseudo-continuous reach variation patterns, the higher the number of pseudo-times, the higher the selection ratio at the time of a jackpot and the lower the selection ratio at the time of a miss are set, and the higher the number of pseudo-times, the higher the reliability is set.

[0526] As described above, the general flow of the variation effect is determined by the variation effect determination table. At the start of the variation effect, based on the variation mode command or the variation pattern command, the execution availability and the execution pattern of various element effects that make up the variation effect are further determined. Here, the element effect refers to all the effects that make up the variation effect, such as, for example, the variation display of the effect symbols 210a, 210b, and 210c in the main effect display unit 200a as described above, the progressive image displayed in the main effect display unit 200a in the reach development effect, and further, the effect of moving the effect accessory device 202. In the embodiment, as an element effect that makes up the variation effect, a preview effect (suggestive effect) is executed at various timings during the variation effect.

[0527] This preview effect is an effect in which, at the start of a variable effect, when re-varying the display of the effect symbols 210a, 210b, and 210c in the variable effect of the pseudo continuous reach variable pattern, and further, during the reach development effect, etc., a predetermined image is displayed on the main effect display unit 200a, or the effect device 202 is moved at a predetermined timing. For each preview effect, whether it can be executed and its execution pattern are determined. For each preview effect, a plurality of types of execution patterns are provided, and for each of the plurality of types of execution patterns, for each variable pattern command and variable mode command, in other words, for each winning or losing of a big win, a selection ratio is set, and an expected value is set for each execution pattern according to this selection ratio.

[0528] As described above, in the sub-control board 330, when a variable command is received, the execution pattern of the variable effect, whether each element effect can be executed, and the execution pattern are determined, and the variable effect will be executed during the variable display of the special symbol. In this way, the variable effect is performed once for each variable display of the special symbol, but in the embodiment, an effect that spans multiple variable displays of the special symbol is also executed.

[0529] FIG. 62 is a diagram for explaining an example of a hold display effect according to an effect reference example. A hold display area 211 is provided below the main effect display unit 200a. Although not shown in FIGS. 55 to 60, the hold display area 211 is always displayed on the main effect display unit 200a during the variable effect and during the standby of the game. And during the variable effect, a hold display effect is performed in this hold display area 211. In the hold display effect, the hold display 212a indicating the hold read out to the processing area (the 0th storage unit) during the big role lottery, the first hold display 212b, the second hold display 212c, the third hold display 212d, and the fourth hold display 212e indicating the holds stored in the first storage unit to the fourth storage unit of the first special symbol hold storage area are displayed in the hold display area 211. Hereinafter, the hold display 212a and the first hold display 212b to the fourth hold display 212e are collectively referred to as the hold display 212.

[0530] For example, when the special symbol is in variable display and four special symbol 1 holds are stored in the main RAM 300c, as shown in FIG. 62(a), a total of five hold displays 212, namely the hold display 212a and the first to fourth hold displays 212b to 212e, are displayed in the hold display area 211. Then, from this state, when the variable display of the special symbol ends, the special symbol 1 hold stored in the first storage unit is read out to the processing area (the zero-th storage unit) and a big role lottery is performed, and when the hold shift process of the main RAM 300c is executed, as shown in FIG. 62(b), the hold display 212a is erased and the first to fourth hold displays 212b to 212e are shifted and displayed one position to the left. Further, when the next special symbol 1 hold is read out from this state, as shown in FIG. 62(c), each hold display 212 is further shifted and displayed. In this way, the hold display effect is an effect that notifies the player of the number of special symbol 1 holds stored in the main RAM 300c.

[0531] Also, a plurality of display patterns of the hold display 212 are provided, and the display colors are made different for each display pattern. In the main control board 300, when a hold is stored, an acquisition-time effect determination process (step S536) is executed, and a pre-reading designation command indicating variable information determined when the newly stored hold is read out to the zero-th storage unit is transmitted to the sub-control board 330. In the sub-control board 330, when the pre-reading designation command is received, based on the received command, the display pattern of the hold display corresponding to the newly stored hold is determined. At this time, for each pre-reading designation command, that is, for each variable information determined when the newly stored hold is read out in the big role lottery, the selection ratio of each display pattern is set. That is, since the selection ratio of each display pattern is set according to whether a big win is won or the execution pattern of the variable effect, the reliability (expected value) of a big win is suggested by the display pattern of the hold display 212.

[0532] FIG. 63(a) is a diagram for explaining the final hold display pattern determination table, and FIG. 63(b) is a diagram for explaining the previous hold display pattern determination table. As described above, in the acquisition effect determination process on the main control board 300, a look-ahead designation command indicating the variation mode number and the variation pattern number determined when a newly stored hold is read out is transmitted to the sub-control board 330. That is, the look-ahead designation command is a command for transmitting the variation mode number and the variation pattern number determined when the hold is read out to the sub-control board 330. According to the final hold display pattern determination table, for each look-ahead designation command (variation pattern number), the selection ratio of the display pattern of the hold display 212 is set. When the look-ahead designation command is received, the final display pattern of the hold display 212, that is, the final display pattern of the hold display 212a is determined.

[0533] According to the final hold display pattern determination table shown in FIG. 63(a), any one of eight types of display patterns, namely, "default (white)", "blinking", "blue", "yellow", "green", "black", "red", and "premium (rainbow)" is determined. When the final display pattern of the hold display 212a is determined, the display pattern of the hold display 212 displayed before that is determined with reference to the previous hold display pattern determination table shown in FIG. 63(b). According to this previous hold display pattern determination table, for each display pattern of the hold display 212, the selection ratio of the display pattern of the hold display 212 to be displayed before the moving display is set.

[0534] For example, in the main control board 300, when a hold is stored in the second storage unit of the first special figure hold memory area, it is assumed that the final hold display pattern is determined by referring to the final hold display pattern determination table. In this case, next, the display pattern of the first hold display 212b is determined by referring to the previous hold display pattern determination table. At this time, the display pattern of the first hold display 212b is determined based on the final display pattern of the hold display 212a determined previously. For example, if the final display pattern of the hold display 212a is "blue", according to the previous hold display pattern determination table, as the display pattern of the first hold display 212b, "flashing" is determined with a probability of 200 / 250, and "blue" is determined with a probability of 50 / 250.

[0535] In this way, when the display pattern of the first hold display 212b is determined, next, based on the display pattern of the first hold display 212b determined previously, again, by referring to the previous hold display pattern determination table, the display pattern of the second hold display 212c is determined.

[0536] As described above, when a hold is stored, first, the final display pattern of the hold display 212a is determined, and then, based on the final display pattern of the hold display 212a determined, the display pattern of the first hold display 212b is determined, etc. The display patterns are sequentially determined so as to trace back the display order in the reverse direction. According to the previous hold display pattern determination table, the selection ratio is set so that the same display pattern as the display pattern of the hold display 212 determined previously or only a display pattern with low reliability is determined.

[0537] As described above, in the hold display effect, for the hold display 212, a plurality of display patterns with different expected values for the provision of a predetermined game benefit are provided. And the hold display 212 may be displayed in one display pattern from when it is first displayed on the main effect display unit 200a until it is finally erased, or the display pattern may change during the display period.

[0538] In the performance reference example, the timing at which the display pattern of the hold display 212 changes is roughly classified into the timing when the newly memorized special hold 1 (hereinafter also referred to as the target hold) is moved and displayed to the first hold display 212b to the third hold display 212d, and the timing during the target variation performance related to the target hold.

[0539] Next, the processing in the sub-control board 330 for executing the above variation performance will be described. Hereinafter, among the processes in the sub-control board 330, the processes not related to the variation performance will be omitted from the description.

[0540] (Sub-CPU initialization process of the sub-control board 330) FIG. 64 is a flowchart for explaining the sub-CPU initialization process (S1000) of the sub-control board 330 according to the performance reference example.

[0541] (Step S1000-1) In response to power-on, the sub-CPU 330a reads the CPU initialization process program from the sub-ROM 330b and performs initialization and setting processes for flags and the like stored in the sub-RAM 330c.

[0542] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each performance random number, and thereafter, repeats the process of step S1000-3 until an interrupt process is performed. Note that a plurality of types of performance random numbers are provided, and here, each performance random number is updated asynchronously.

[0543] (Sub-timer interrupt process of the sub-control board 330) Figure 65 is a flowchart for explaining the sub-timer interrupt process (S1100) according to the production reference example. The sub-control board 330 is provided with a reset clock pulse generation circuit (not shown) that generates clock pulses at a predetermined period (30 times per second). Then, due to the generation of clock pulses by this reset clock pulse generation circuit, the sub-CPU 330a reads the timer interrupt processing program and starts the sub-timer interrupt process.

[0544] (Step S1100-1) The sub-CPU 330a saves the registers.

[0545] (Step S1100-3) The sub-CPU 330a performs processing to enable interrupts.

[0546] (Step S1100-5) The sub-CPU 330a performs update processing for various timer counters used in the sub-control board 330. Here, unless otherwise specified, the various timer counters are decremented by 1 each time the sub-timer interrupt process of the sub-control board 330 is performed, and the decrement stops when it reaches 0.

[0547] (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 are to be analyzed.

[0548] (Step S1100-7) The sub-CPU 330a performs time schedule management processing to execute processing corresponding to the relevant time stored in the time table with reference to the time table. Here, based on the time data set in the time table, by turning various flags on and off, or by sending commands to each effect device, the execution of each effect such as variable effects and major role effects will be controlled.

[0549] (Step S1100-9) The sub-CPU 330a restores the register and ends the sub-timer interrupt processing.

[0550] FIG. 66 is a flowchart for explaining the pre-reading designated command reception process related to an effect reference example executed when a pre-reading designated command is received in the above command analysis process. As described above, after being set in FIG. 31 in the main control board 300, the pre-reading designated command is transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 21) in step S100-65.

[0551] (Step S1210-1) The sub-CPU 330a first analyzes the received pre-reading designated command.

[0552] (Step S1210-3) The sub-CPU 330a stores the pre-determination information based on the analysis result of the above step S1210-1. In the sub-RAM 330c of the sub-control board 330, a first pre-determination information storage unit corresponding to the first special figure reserved storage area of the main control board 300 and a second pre-determination information storage unit corresponding to the second special figure reserved storage area are provided. The first pre-determination information storage unit includes four storage units, namely, the first storage unit to the fourth storage unit. The first storage unit to the fourth storage unit of these first pre-determination information storage units respectively correspond to the first storage unit to the fourth storage unit of the first special figure reserved storage area. Similarly, the second pre-determination information storage unit includes four storage units, namely, the first storage unit to the fourth storage unit. The first storage unit to the fourth storage unit of these second pre-determination information storage units respectively correspond to the first storage unit to the fourth storage unit of the second special figure reserved storage area. Here, among the first storage unit to the fourth storage unit of the first special figure reserved storage area or the second special figure reserved storage area of the main control board 300, the pre-determination information is stored in the storage unit corresponding to the storage unit in which a new reservation is stored.

[0553] (Step S1210-5) The sub-CPU 330a performs a final reserved display pattern determination process for determining the final display pattern of the reserved display 212. Here, based on the received pre-reading specified command, the final reserved display pattern determination table (Fig. 63(a)) is referred to, and the final display pattern of the reserved display 212a is determined and stored.

[0554] (Step S1210-7) The sub-CPU 330a derives the number of times of determining the display pattern of the reserved display 212, that is, the change timing of the reserved display 212, based on the storage unit in which the reservation is stored, and refers to the previous reserved display pattern determination table (Fig. 63(b)) the number of times derived to determine the display pattern of the reserved display 212. Then, the determined display pattern information of the reserved display 212 is stored in a predetermined storage unit, and the process proceeds to step S1210-9.

[0555] (Step S1210-9) Based on the determinations in the above steps S1210-5 and S1210-7, the sub-CPU 330a performs a hold display start process to start the display of the hold display 212, and ends the pre-read designated command reception process. As a result, when a hold is stored, the display of the corresponding hold display 212 is started.

[0556] FIG. 67 is a flowchart for explaining the variable command reception process executed when a variable command is received among the above command analysis processes according to the production reference example. As described above, after the variable command is set in steps S612-13 and S612-17 of FIG. 37 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.

[0557] (Step S1220-1) When the sub-CPU 330a receives a variable command, it first analyzes and stores the received variable pattern command.

[0558] (Step S1220-3) The sub-CPU 330a obtains the production random number (0 to 249) updated in the above step S1000-3, and determines and stores the execution pattern of the latter half of the variable production based on the obtained production random number and the analysis result in the above step S1220-1.

[0559] (Step S1220-5) The sub-CPU 330a analyzes and stores the received variable mode command.

[0560] (Step S1220-7) The sub-CPU 330a obtains the production random number (0 to 249) updated in the above step S1000-3, and determines and stores the execution pattern of the first half of the variable production based on the obtained production random number and the analysis result in the above step S1220-5.

[0561] (Step S1220-9) The sub-CPU 330a acquires the production random numbers (0 to 249) updated in the above step S1000-3 for each preview production, and based on the acquired production random numbers and the analysis results in the above steps S1220-1 and S1220-5, refers to each preview production determination table to determine and store whether each preview production is to be executed and the execution pattern.

[0562] (Step S1220-11) The sub-CPU 330a executes a shift process for shifting the pre-determination information stored in the pre-determination information storage unit. Here, when starting a variable production based on the reservation of Patent 1, the pre-determination information stored in the fourth to second storage units of the first pre-determination information storage unit is shifted to the third to first storage units of the first pre-determination information storage unit respectively. When starting a variable production based on the reservation of Patent 2, the pre-determination information stored in the fourth to second storage units of the second pre-determination information storage unit is shifted to the third to first storage units of the second pre-determination information storage unit respectively.

[0563] (Step S1220-13) The sub-CPU 330a performs a reservation display shift process for moving and displaying the reservation display 212. Also, here, when the display pattern of the reservation display 212 changes, execution data for changing the display pattern at a predetermined timing is set.

[0564] (Step S1220-15) The sub-CPU 330a sets the time data of the time table based on the determination in the above steps and ends the variable command reception process. Note that based on the time table set here, in the above step S1100-7, production execution control such as a process of displaying an image for variable production on the main production display unit 200a, an audio output process, and a lighting control process of the production lighting device 204 will be performed.

[0565] <Example> Next, examples of applying the present invention to the above-described one or two reference examples will be described. In the following, in the examples, the points of change with respect to the above-described one or two reference examples will be described. In the description of the following examples, the same components as those in the above-described one or two reference examples are denoted by the same reference numerals, and detailed descriptions thereof are omitted. Therefore, among the above reference examples, the parts not described as change points below are naturally included in the present examples as well.

[0566] FIG. 68 is a front view of a gaming machine 100 according to an embodiment. Similar to the above reference example, in the gaming machine 100 according to the embodiment, a gate 124 is provided in the first game area 116a, and a general pattern operation port 125 is provided in the second game area 116b. The function of the general pattern operation port 125 is the same as that of the gate 124. When a game ball enters the general pattern operation port 125, a general pattern hold is acquired, and whether or not to execute an auxiliary game is determined.

[0567] The general pattern operation port 125 is provided at the lowermost part of the second game area 116b, and almost all of the game balls that reach the lowermost part of the second game area 116b enter. Further, in order to prevent the game balls flowing down the first game area 116a from entering the general pattern operation port 125, a plurality of pins are provided on the game board 108 between the first start port 120 and the general pattern operation port 125. However, depending on the rolling state of the game ball, the game ball flowing down the first game area 116a may enter the general pattern operation port 125. When a game ball enters the general pattern operation port 125, a predetermined number (here, one) of game balls are paid out as bonus balls. Therefore, even if a game ball is launched toward the second game area 116b in a non-time-limited game state, the game balls hardly decrease. However, the general pattern operation port 125 is not an essential component. A gate 124 may be provided in the second game area 116b, or the general pattern operation port 125 may be arranged such that the game balls decrease when a game ball is launched toward the second game area 116b in a non-time-limited game state.

[0568] FIG. 69 is a diagram for explaining the jackpot determination random number determination table for Special Feature 1 according to the embodiment. The jackpot determination random number determination table for Special Feature 1 according to the embodiment is used in place of the jackpot determination random number determination table for Special Feature 1 according to the above reference example. According to the jackpot determination random number determination table for Special Feature 1 according to the embodiment, when the set value is set to 1 (registered set value = 1), the major role lottery is performed with reference to the jackpot determination random number determination table a for Special Feature 1 shown in FIG. 69(a). According to this jackpot determination random number determination table a, when the jackpot determination random number is 10001 to 10205, it is determined as a jackpot, when the jackpot determination random number is 20001 to 20329, it is determined as a minor win, and when it is other jackpot determination random numbers, it is determined as a normal loss. Therefore, in this case, the jackpot probability is about 1 / 319.6, and the minor win probability is about 1 / 199.2.

[0569] Here, in the embodiment, as the types of losses, a specific loss and a normal loss are provided. When the result of the major role lottery is a specific loss or a normal loss, the big winning opening is not opened, but when winning a specific loss, the game state may be set to a time-saving game state. On the other hand, when winning a normal loss, the game state is not changed. Hereinafter, the specific loss and the normal loss are collectively referred to simply as a loss.

[0570] Also, when the set value is set to 2 to 6 (registered set value = 2 to 6), as shown in FIGS. 69(b) to (f), the major role lottery is performed with reference to the jackpot determination random number determination tables b to f for Special Feature 1, respectively. According to these jackpot determination random number determination tables b to f for Special Feature 1, the jackpot determination random numbers determined as jackpots are set as shown in the figure, and the higher the registered set value, the higher the winning probability of the jackpot.

[0571] On the other hand, in the embodiment, regardless of the registered set value, the winning probability of the minor win is constant. However, the winning probability of the minor win may vary depending on the registered set value. At this time, for example, when the registered set value is relatively high, the winning probability of the minor win may be lower or higher than when it is low.

[0572] FIG. 70 is a diagram for explaining the jackpot determination random number determination table for special feature 2 according to the embodiment. The jackpot determination random number determination table for special feature 2 according to the embodiment is used in place of the jackpot determination random number determination table for special feature 2 according to the above reference example. According to the jackpot determination random number determination table for special feature 2 according to the embodiment, as is clear from comparing FIGS. 69 and 70, if the registered setting values are the same, the winning probabilities of the jackpot and small wins are equal between the jackpot determination random number determination table for special feature 1 and the jackpot determination random number determination table for special feature 2. However, the winning probabilities of either one or both of the jackpot and small wins may be different between the jackpot determination random number determination table for special feature 1 and the jackpot determination random number determination table for special feature 2.

[0573] Also, according to each jackpot determination random number determination table for special feature 2, when the jackpot determination random number is 30001 to 36553, it is determined as a specific loss. Therefore, in the major prize lottery based on the special feature 2 hold, the winning probability of the specific loss is about 1 / 10.0. Thus, in the embodiment, it is not possible to win the specific loss by the special feature 1 hold, and it is only possible to win the specific loss by the special feature 2 hold. However, the specific loss may be won by the special feature 1 hold. In this case, the winning probability of the specific loss by the special feature 2 hold may be higher, lower, or the same as that by the special feature 1 hold. Also, the winning probability of the specific loss by the special feature 2 hold may vary depending on the registered setting value. In this case, relatively, the winning probability of the specific loss may be set higher or lower when the registered setting value is higher than when it is lower.

[0574] FIG. 71 is a diagram for explaining a winning symbol random number determination table according to an embodiment. The winning symbol random number determination table according to the embodiment is used in place of the winning symbol random number determination table according to the above reference example. When a game ball enters the first start port 120 or the second start port 122, one winning symbol random number is acquired from the range of 0 to 99. Then, when the determination results of "big win", "small win", and "specific loss" are derived by the above-mentioned big combination lottery, the type of special symbol is determined by the acquired winning symbol random number and the winning symbol random number determination table.

[0575] At this time, when winning the "big win" by the special 1 hold, as shown in FIG. 71(a), the special 1 winning symbol random number determination table a is selected. When winning the "small win" by the special 1 hold, as shown in FIG. 71(b), the special 1 winning symbol random number determination table b is selected.

[0576] Also, when winning the "big win" by the special 2 hold, as shown in FIG. 71(c), the special 2 winning symbol random number determination table a is selected. When winning the "small win" by the special 2 hold, as shown in FIG. 71(d), the special 2 winning symbol random number determination table b is selected. When winning the "specific loss" by the special 2 hold, as shown in FIG. 71(e), the special 2 winning symbol random number determination table c is selected.

[0577] Hereinafter, among the special symbols determined by the winning symbol random number, the special symbol determined when the determination result of the big win is obtained is called the big win symbol, the special symbol determined when the determination result of the small win is obtained is called the small win symbol, and the special symbol determined when the determination result of the specific loss is obtained is called the specific loss symbol, and 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 called simply the loss symbol.

[0578] According to the winning symbol random number determination table a for Special Feature 1 shown in Fig. 71(a) and the winning symbol random number determination table a for Special Feature 2 shown in Fig. 71(c), the type of special symbol (big win symbol) is determined as shown in the figure according to the value of the obtained winning symbol random number. Also, according to the winning symbol random number determination table b for Special Feature 1 shown in Fig. 71(b) and the winning symbol random number determination table b for Special Feature 2 shown in Fig. 71(d), the type of special symbol (small win symbol) is determined as shown in the figure according to the value of the obtained winning symbol random number. Further, according to the winning symbol random number determination table c for Special Feature 2 shown in Fig. 71(e), the type of special symbol (specific losing symbol, here the special symbol Ya) is determined as shown in the figure according to the value of the obtained winning symbol random number.

[0579] On the other hand, when the major winning lottery result is "ordinary loss", if the lottery result is derived by Special Feature 1 hold, the special symbol X is determined as an ordinary loss symbol without conducting a lottery, and if the lottery result is derived by Special Feature 2 hold, the special symbol Y is determined as an ordinary loss symbol without conducting a lottery.

[0580] That is, the winning symbol random number determination table is referred to only when the major winning lottery result is "big win", "small win", or "specific loss", and is not referred to when the major winning lottery result is "ordinary loss". Here, in the winning symbol random number determination table for Special Feature 1 and the winning symbol random number determination table for Special Feature 2, different big win symbols, small win symbols, and specific losing symbols are determined respectively. However, the same special symbol may be determined in both tables, or regardless of the hold type, a single winning symbol random number determination table may be referred to determine the special symbol.

[0581] Here, the selection ratios of the big win symbol, small win symbol, and specific losing symbol are made common for all setting values, but the selection ratio of any one or more of the big win symbol, small win symbol, and specific losing symbol may be made different for each setting value.

[0582] FIG. 72 is a diagram for explaining a first special electric accessory operation ram set table according to an embodiment, and FIG. 73 is a diagram for explaining a second special electric accessory operation ram set table according to an embodiment. The first special electric accessory operation ram set table and the second special electric accessory operation ram set table according to the embodiment are used in place of the first special electric accessory operation ram set table and the second special electric accessory operation ram set table according to the above reference example.

[0583] When special symbols A, B, C, and D, which are jackpot symbols, are determined, as shown in FIG. 72, an opening / closing process for opening and closing the first big winning opening 126 in a predetermined opening / closing pattern is executed with reference to the first special electric accessory operation ram set table. Also, when special symbols a, b, c, and d, which are small winning symbols, are determined, as shown in FIG. 73, an opening / closing process for opening and closing the first big winning opening 126 and the second big winning opening 128 in a predetermined opening / closing pattern is executed with reference to the second special electric accessory operation ram set table. The big winning game is composed of a plurality of round games in which the first big winning opening 126 is opened and closed a predetermined number of times, and the small winning game is a round game in which the second big winning opening 128 is opened and closed a predetermined number of times, and only one such round game is executed.

[0584] In the embodiment, when special symbols A and C, which are jackpot symbols, are determined, a big winning game composed of 10 round games is executed, and when special symbols B and D are determined, a big winning game composed of 5 round games is executed. Each round game ends when a prescribed number (10) of game balls enter the first big winning opening 126 or when a predetermined time (29.0 seconds) elapses after the first big winning opening 126 is opened.

[0585] Also, as shown in FIG. 73, when the special symbols a, b, c, and d, which are minor winning symbols, are determined, first, a minor winning game composed of one round of game play is executed. In this minor winning game, the opening and closing of the second major winning opening 128 are repeatedly executed. In the minor winning game that is executed when the special symbols a, b, c, and d are determined, the second major winning opening 128 is controlled to open and close in the order of 0.1 second of opening (open 1), 3.0 seconds of closing (close 1), 0.1 second of opening (open 2), 1.0 second of closing (close 2), 0.1 second of opening (open 3), 1.0 second of closing (close 3), and 0.1 second of opening (open 4).

[0586] Here, inside the second major winning opening 128, a specific area 140b and a non-specific area 140c are provided, and the game balls that enter the second major winning opening 128 will surely enter either the specific area 140b or the non-specific area 140c. Then, in the minor winning game, when the game ball that enters the second major winning opening 128 enters the specific area 140b, it is a winning of the two-category jackpot, and following the minor winning game, a major role game in which the first major winning opening 126 is opened is executed.

[0587] At this time, if the special symbols a and c, which are minor winning symbols, are determined, a round of game play in which the first major winning opening 126 is opened once for 29.0 seconds is executed 9 times (2R to 10R). Also, if the special symbols b and d, which are minor winning symbols, are determined, the round of game play is executed 4 times (2R to 5R) in the major role game.

[0588] FIG. 74 is a diagram for explaining the opening and closing mode of the second major winning opening 128 and the opening and closing mode of the specific area 140b by the movable member 142 according to the embodiment. In the embodiment, regardless of the type of the minor winning symbol, the second major winning opening 128 and the movable member 142 are controlled so that the game ball can enter the specific area 140b. However, depending on the type of the minor winning symbol, a minor winning symbol for which the game ball cannot enter the specific area 140b may be provided by varying the opening and closing pattern of the second major winning opening 128.

[0589] FIG. 75 is a diagram for explaining a game state setting table according to an embodiment. The game state setting table according to the embodiment is used in place of the game state setting table according to the above reference example. In the embodiment, when winning a jackpot in a major winning combination lottery, when winning a double jackpot in a minor winning game, and when winning a specific loss, the game state is set according to the type of the winning special symbol.

[0590] According to this game state setting table, the subsequent game state is set based on the type of the special symbol and the game state at the time of winning the special symbol. Specifically, when winning the special symbols A and B which are jackpot symbols, the game state after the end of the major winning game is set to the time-saving game state, and the number of continuous times of the time-saving game state (hereinafter referred to as "time-saving times") is set. At this time, if the game state at the time of winning the special symbols A and B is a non-time-saving game state, the time-saving times are set to 25 times, and if the game state at the time of winning the special symbols A and B is a time-saving game state, the time-saving times are set to 71 times.

[0591] This means that the time-saving game state continues until the result of the major winning combination lottery is determined to be 25 times or 71 times. However, the above-mentioned time-saving times indicate the maximum continuous times in one time-saving game state. When winning a jackpot or the like before reaching the above-mentioned continuous times, the game state and the time-saving times will be set again. Therefore, when the time-saving game state is set after the end of the major winning game, if the result of the major winning combination lottery is determined to be 25 times or 71 times without winning a single jackpot or a double jackpot in the time-saving game state, the game state will be changed to a non-time-saving game state.

[0592] Also, when winning the special symbols C and D which are jackpot symbols, the game state after the end of the major winning game is set to the time-saving game state. At this time, regardless of the game state at the time of winning the special symbols C and D, the time-saving times are set to 71 times.

[0593] Also, when winning the special symbols a and b which are small winning symbols, a small winning game is executed. In this small winning game, when a game ball enters the specific area 140b, it becomes a double big win and a big winning game is executed. At this time, the game state after the end of the big winning game is set to the time-saving game state. Also, if the game state at the time of winning the special symbols a and b is a non-time-saving game state, the number of time-saving times is set to 25 times, and if it is a time-saving game state, the number of time-saving times is set to 71 times.

[0594] Here, in a conventional gaming machine where it becomes a double big win when a game ball enters the specific area 140b in a small winning game, if the game ball does not enter the specific area 140b, not only is the big winning game not executed following the small winning game, but the game state is not changed to a game state advantageous to the player. That is, when the game ball does not enter the specific area 140b, not only can the player not enjoy the benefits such as obtaining prize balls by the big winning game, but also cannot enjoy the benefits such as being set to an advantageous game state.

[0595] On the other hand, in the embodiment, if the game ball does not enter the specific area 140b in the small winning game, the big winning game is not executed, but the game state is set to the time-saving game state. That is, when winning the small win, the condition for changing the game state from the non-time-saving game state to the time-saving game state does not include the entry of the game ball into the specific area 140b. Therefore, when winning the special symbols a and b which are small winning symbols, regardless of whether the game ball enters the specific area 140b, in other words, regardless of whether a double big win is won, the game state is set to the time-saving game state, and depending on the game state at the time of winning, the number of time-saving times is set to 25 times or 71 times. This is achieved by determining the setting of the game state based on the type of special symbol without determining whether the game ball enters the specific area 140b in step S670-3 of the above reference example.

[0596] Thus, even if a player fails to make a game ball enter the specific area 140b, the player's sense of loss can be reduced, and a decrease in the player's gaming motivation can be suppressed. Also, for example, by making the entry of a game ball into the specific area 140b vary depending on the type of small win symbol, it is possible to provide a small win symbol that simply changes the gaming state and a small win symbol that not only changes the gaming state but also awards bonus balls upon winning a double big win. By doing so, further improvement in gaming performance can be achieved.

[0597] In addition, even when winning on the special symbols c and d which are small win symbols, similar to the above, regardless of whether or not a game enters the specific area 140b, the gaming state is set to the time-saving gaming state. When winning on the special symbols c and d, regardless of the gaming state at the time of winning, the number of time-saving times is set to 71 times.

[0598] Here, depending on the type of special symbol, different numbers of time-saving times can be set according to the gaming state at the time of winning, but the number of time-saving times may be set regardless of the gaming state at the time of winning. Also, in a small win game, when a game ball does not enter the specific area 140b, it may be set to a non-time-saving gaming state.

[0599] Also, when winning on the special symbol Ya which is a specific losing symbol, the gaming state can be set to the time-saving gaming state after the stop display of the special symbol. Specifically, if the gaming state at the time of winning on the special symbol Ya is a non-time-saving gaming state, the gaming state is set to the time-saving gaming state and the number of time-saving times is set to 33 times. However, if the gaming state at the time of winning on the special symbol Ya is a time-saving gaming state, the gaming state is not reset to the time-saving gaming state. Therefore, even if winning on the special symbol Ya in the time-saving gaming state, the number of time-saving times is not reset, and the number of time-saving times is decreased by 1 with the stop display of the special symbol. However, when winning on a specific loss in the time-saving gaming state, the time-saving gaming state may be reset.

[0600] Next, the main processes of the main control board 300 accompanying the progress of the game in the gaming machine 100 will be described with respect to the points of change according to the embodiment.

[0601] FIG. 76 is a flowchart for explaining the switch management process in the main control board 300 according to the embodiment. The switch management process according to the embodiment is executed in place of the switch management process according to the above reference example. In the switch management process according to the embodiment, after S500-1 or S510, at S500-2, it is determined whether it is the time when the general drawing operation port detection switch is turned on, that is, whether a game ball has entered the general drawing operation port 125 and the detection signal from the general drawing operation port detection switch 125s has been turned on. As a result, if it is determined that it is the time when the general drawing operation port detection switch is turned on, the process proceeds to step S510, and if it is determined that it is not the time when the general drawing operation port detection switch is turned on, the process proceeds to step S500-3. The main CPU 300a executes the gate passage process (S510) based on the entry of the game ball into the general drawing operation port 125, similarly to the case where the game ball has passed through the gate 124.

[0602] FIG. 77 is a flowchart for explaining the process during special symbol variation in the main control board 300 according to the embodiment. The process during special symbol variation according to the embodiment is executed in place of the process during special symbol variation according to the above reference example. In the process during special symbol variation according to the embodiment, instead of S620-19 and S620-21 in the process during special symbol variation according to the above reference example, a special symbol variation stop time setting process (S621) is executed, and the other processes are the same as those in the above reference example.

[0603] FIG. 78 is a flowchart for explaining the special symbol variation stop time setting process in the main control board 300 according to the embodiment.

[0604] (Step S621-1) The main CPU 300a determines whether the stop symbol is a specific losing symbol. As a result, if it is determined that it is a specific losing symbol, the process proceeds to step S621-7, and if it is determined that it is not a specific losing symbol, the process proceeds to step S621-3.

[0605] (Step S621-3) The main CPU 300a sets a timer value corresponding to 0.5 seconds as the special symbol variation stop time in the special game timer.

[0606] (Step S621-5) The main CPU 300a sets the first special symbol stop designation command in the transmission buffer as a special symbol stop designation command indicating that a special symbol has stopped being displayed on the first special symbol display 160 or the second special symbol display 162, and ends the special symbol variation stop time setting process.

[0607] (Step S621-7) The main CPU 300a determines whether the game state is a non-time-limited game state. As a result, if it is determined that the state is a non-time-limited game state, the process proceeds to step S621-9, and if it is determined that the state is not a non-time-limited game state, the process proceeds to step S621-3.

[0608] (Step S621-9) The main CPU 300a sets a timer value corresponding to 5.0 seconds as the special symbol variation stop time in the special game timer.

[0609] (Step S621-11) The main CPU 300a sets the second special symbol stop designation command in the transmission buffer as a special symbol stop designation command indicating that a special symbol has stopped being displayed on the first special symbol display 160 or the second special symbol display 162, and ends the special symbol variation stop time setting process.

[0610] According to the above special symbol variation stop time setting process, when a specific losing symbol stops being displayed in a non-time-limited game state, that is, when the game state is set to a time-limited game state due to a win of a specific loss, the special symbol variation stop time is set to 5.0 seconds. On the other hand, when a specific losing symbol stops being displayed in a time-limited game state, and when a special symbol other than the specific losing symbol stops being displayed, the special symbol variation stop time is set to 0.5 seconds.

[0611] FIG. 79 is a flowchart for explaining a special symbol stop symbol display process on the main control board 300 according to the embodiment. The special symbol stop symbol display process according to the embodiment is executed in place of the special symbol stop symbol display process according to the above reference example.

[0612] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S621-3 or step S621-9 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the special symbol stop symbol display process ends, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S630-3.

[0613] (Step S630-3) The main CPU 300a checks the result of the big winning combination lottery.

[0614] (Step S630-5) The main CPU 300a determines whether the result of the big winning combination lottery is a big win. As a result, if it is determined that it is a big win, the process proceeds to step S630-15, and if it is determined that it is not a big win, the process proceeds to step S630-7.

[0615] (Step S630-7) 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.

[0616] (Step S631) The main CPU 300a executes a count cut management process. This count cut management process will be described later with reference to FIG. 80.

[0617] (Step S630-9) The main CPU 300a sets a count command for transmitting the short-time count updated in step S631 to the sub-control board 330 in the transmission buffer.

[0618] (Step S630-11) The main CPU 300a determines whether the result of the major role 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 S630-13.

[0619] (Step S630-13) The main CPU 300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. Thereby, the special game management process based on one hold ends, and if a special hold 1 or special hold 2 is stored, a process for starting the variable display of the special symbol based on the next hold is performed.

[0620] (Step S630-15) The main CPU 300a resets (sets) the game state to a non-short-time game state which is the initial state.

[0621] (Step S630-17) 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.

[0622] (Step S630-19) The main CPU 300a performs the special electric accessory maximum operation count setting process. Specifically, referring to the data set in step S630-17 above, a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as the counter value in the special electric accessory maximum operation count counter. Note that this special electric accessory maximum operation count counter indicates the number of rounds executable in the big winning game starting from now. On the other hand, a special electric accessory consecutive operation count counter is provided in the main RAM 300c, and at the start of each round game, the current round game number is managed by adding "1" to the counter value of the special electric accessory consecutive operation count counter. Here, in conjunction with the start of the big winning game, a process of resetting (updating to "0") the counter value of this special electric accessory consecutive operation count counter is also executed.

[0623] (Step S630-21) The main CPU 300a refers to the data set in step S630-17 above and saves a predetermined opening time as the timer value in the special game timer.

[0624] (Step S630-23) The main CPU 300a sets an opening designation command for transmitting the start of the big winning game or small winning 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 step S630-21 above is set in the transmission buffer.

[0625] (Step S630-25) If the result of the big winning lottery confirmed in step S630-3 above is a big win, the main CPU 300a updates the special game management phase to "03H", and if it is a small win, updates the special game management phase to "07H" to end the special symbol stop symbol display process. As a result, the big winning game or small winning game will be started.

[0626] FIG. 80 is a flowchart for explaining the count cut management process in the main control board 300 according to the embodiment.

[0627] (Step S631-1) The main CPU 300a determines whether the game state is a time-saving game state. As a result, if it is determined that the state is a time-saving game state, the process proceeds to step S631-3, and if it is determined that the state is not a time-saving game state, the process proceeds to step S631-11.

[0628] (Step S631-3) The main CPU 300a updates (decrements) the counter value of the time-saving count cut counter to a value obtained by subtracting "1" from the current counter value.

[0629] (Step S631-5) The main CPU 300a determines whether the counter value updated in step S631-3, that is, whether the time-saving count is 0. As a result, if it is determined that the time-saving count is 0, the process proceeds to step S631-7, and if it is determined that the time-saving count is not 0, the count cut management process ends.

[0630] (Step S631-7) The main CPU 300a sets the game state to a non-time-saving game state.

[0631] (Step S631-9) The main CPU 300a sets a game state change designation command indicating a non-time-saving game state and ends the count cut management process.

[0632] (Step S631-11) The main CPU 300a determines whether the stop symbol is a specific losing symbol. As a result, if it is determined that the symbol is a specific losing symbol, the process proceeds to step S631-13, and if it is determined that the symbol is not a specific losi...

Claims

【Claim 1】 A gaming machine having a starting area including a first starting area and a second starting area where entry of a game ball is facilitated when a predetermined condition is satisfied, and provided with a normal state and a winning-easy state in which entry of a game ball into the second starting area is easier than in the normal state, a game board on which a game area provided with the starting area and a big winning area is formed, acquisition means for acquiring first held information based on entry of a game ball into the first starting area and acquiring second held information based on entry of a game ball into the second starting area, symbol determination means for determining a symbol including a winning symbol and a specific losing symbol based on the first held information or the second held information, symbol display means for executing a variation process of stopping and displaying the determined symbol on a symbol display unit after a lapse of a predetermined variation time, big winning area opening / closing game execution means capable of executing a big winning area opening / closing game in which the big winning area is opened / closed after the winning symbol is stopped and displayed on the symbol display unit, first state setting means for setting a game state after the end of the big winning area opening / closing game, second state setting means capable of setting the game state to the winning-easy state without going through the big winning area opening / closing game based on determination of the specific losing symbol in the normal state, performance execution means capable of executing a specific performance suggesting setting of the winning-easy state based on determination of the specific losing symbol, and capable of executing a special performance having a part in common with the specific performance when the winning symbol is determined based on the second held information, comprising: the symbol determination means is capable of determining the specific losing symbol based on the second held information without determining the specific losing symbol based on the first held information, the performance execution means is capable of executing the specific performance during the variation process both when the specific losing symbol is determined based on the second held information acquired when a game ball enters the second starting area in the normal state and when the specific losing symbol is determined based on the second held information acquired during the winning-easy state after being changed from the winning-easy state to the normal state.

Citation Information

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