Gaming machine

The gaming machine simplifies design work by classifying display targets into groups and using distinct image patterns for consistent acquisition performances, addressing inconsistencies in existing systems and enhancing player engagement.

JP7717471B2Active Publication Date: 2025-08-04HEIWA CORP
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2021033387
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-03
Publication Date
2025-08-04
Estimated Expiration
2041-03-03

AI Technical Summary

Technical Problem

Existing gaming machines face complications in design work due to inconsistencies in the number and type of icons acquired during multiple or simultaneous acquisition performances, leading to complex design requirements.

Method used

A gaming machine that classifies display targets into two groups and executes acquisition displays based on predetermined amounts, using different image display patterns for each group to ensure consistent performance content, thereby simplifying design work.

Benefits of technology

The solution effectively suppresses the complexity in design work by ensuring consistent and predictable acquisition performances, enhancing player engagement through varied and reliable game outcomes.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007717471000001
    Figure 0007717471000001
  • Figure 0007717471000002
    Figure 0007717471000002
  • Figure 0007717471000003
    Figure 0007717471000003
Patent Text Reader

Abstract

To suppress complication of designing work.SOLUTION: An acquisition presentation including an acquisition display is performed, the acquisition display being for making a notification of acquisition of symbols. A predetermined suggestion is made by symbols for which the acquisition display has been made. A total number of symbols for which the acquisition display is to be made is determined and acquisition of the determined total number of symbols is notified by a performance of the acquisition presentation. Identification information enabling the identification of symbols for which the acquisition display is to be made is stored before the acquisition display is to be made. In the acquisition presentation, an acquisition display of symbols is made based on the identification information.SELECTED DRAWING: Figure 68
Need to check novelty before this filing date? Find Prior Art

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 the start port. When the start condition is satisfied, a major role lottery is conducted based on the hold information. When winning a big hit in this major role lottery, a gaming machine that executes a major role game is known. In such a gaming machine, based on the result of the major role lottery, variation information associated with a variation time is determined, and based on the variation information, an execution pattern of a preview performance suggesting the result of the major role lottery is determined.

[0003] For example, Patent Document 1 discloses a gaming machine in which a mini-game for acquiring an icon is executed during a variation performance, and different performances are executed later depending on the acquired icon. In this way, during a variation performance or the like, an acquisition performance for acquiring an icon is executed during the game, and by suggesting the reliability of a big hit, the performance to be executed later, etc. based on the acquired icon, the interest of the game can be improved.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] When the above acquisition performance is executed multiple times during one variation performance, or when multiple acquisition performances are executed simultaneously in parallel, there is a possibility of inconsistency in the number and type of icons to be acquired depending on the timing of the start and end of the acquisition performance. In this way, in order to prevent inconsistency in the performance, there is a problem that the design work becomes complicated.

[0006] An object of the present invention is to provide a gaming machine capable of suppressing complication of design work.

Means for Solving the Problems

[0007] In order to solve the above problems, a gaming machine of the present invention is a gaming machine in which an acquisition display for notifying acquisition of a display target is executed, and a predetermined suggestion is made by the display target for which the acquisition display has been made. The gaming machine includes a total amount determination means for determining a total amount of the display target for which the acquisition display is made, an acquisition effect execution means for executing an acquisition effect including the acquisition display and notifying acquisition of the display target of the determined total amount, and an identification information storage means for storing, before the acquisition display is made, identification information capable of identifying the display target for which the acquisition display is made. The acquisition effect execution means performs the acquisition display of the display target based on the identification information. The display target is classified into either a first group or a second group, and when the amount of the display target classified into the first group for which the acquisition display has been made is a predetermined amount and the amount of the display target classified into the second group for which the acquisition display has been made is less than the predetermined amount, and when the amount of the display target classified into the first group for which the acquisition display has been made is less than the predetermined amount and the amount of the display target classified into the second group for which the acquisition display has been made is the predetermined amount, the content of the predetermined suggestion is different. In addition, for the image display indicating the amount of the display target classified into the first group and the second group, a plurality of types of image display patterns are provided respectively. The total amount of the image display indicating the amount of the display target classified into the first group is more than the predetermined amount, and the total amount of the image display indicating the amount of the display target classified into the second group is more than the predetermined amount. It is characterized by this.

Effects of the Invention

[0008] According to the present invention, complication of design work can be suppressed.

Brief Description of the Drawings

[0009]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23

Figure 24

Figure 25

Figure 26

Figure 27

Figure 28

Figure 29

Figure 30

Figure 31

Figure 32

Figure 33

Figure 34

Figure 35

Figure 36

Figure 37

Figure 38

Figure 39

Figure 40

Figure 41

Figure 42

Figure 43

Figure 44

Figure 45

Figure 46

Figure 47

Figure 48

Figure 49

Figure 50

Figure 51

Figure 52

Figure 53

Figure 54

Figure 55

Figure 56

Figure 57

Figure 58

Figure 59

Figure 60

Figure 61

Figure 62

Figure 63

Figure 64

Figure 65

Figure 66

Figure 67

Figure 68

Figure 69

Figure 70

Figure 71

Figure 72

Figure 73

Figure 74

Figure 75

Figure 76

Mode for Carrying Out the Invention

[0010] 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 omit redundant descriptions, and elements not directly related to the present invention are not shown.

[0011] To facilitate the understanding of the embodiments of the present invention, first, as a kind of reference example, the mechanical configuration and electrical configuration of a so-called gaming machine, and the specific processing on each substrate will be described. Next, as a production reference example, specific productions executable in a kind of 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 kind of reference example will be specifically described.

[0012]

[0013] FIG. 1 is a perspective view of a gaming machine 100 according to a kind of reference example, showing a state where the door is open. As shown in the figure, the gaming machine 100 includes an outer frame 102 in which an enclosed space is formed by four sides assembled in a substantially rectangular shape, a middle frame 104 attached to the outer frame 102 so as to be openable and closable by a hinge mechanism, and a front frame 106 attached to the middle frame 104 so as to be openable and closable by a hinge mechanism.

[0014] Similar to the outer frame 102, the middle frame 104 has an enclosed space formed by four sides assembled in a substantially rectangular shape, and a game board 108 is held in this enclosed space. Further, a transparent plate 110 made of glass or resin is held on the front frame 106. When the middle frame 104 and the front frame 106 are closed with respect to the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially in parallel while maintaining a predetermined interval, and the game board 108 can be visually recognized through the transparent plate 110 from the front side of the gaming machine 100.

[0015] FIG. 2 is a front view of a gaming machine 100 according to a reference example. 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 firing operation, a game ball is fired by a firing mechanism (not shown) with an intensity corresponding to the rotation angle of the operation handle 112. The game ball fired in this way rises between the rails 114a and 114b provided on the game board 108 and is guided to the game area 116.

[0016] The game area 116 is a space formed between the game board 108 and the transparent plate 110, and is an area where the game ball can flow down or roll. A large number of pins and windmills are provided on the game board 108 so that the game ball guided to the game area 116 collides with the pins and windmills and flows down and rolls in irregular directions.

[0017] The game area 116 includes a first game area 116a and a second game area 116b in which the degree of entry of the game ball varies according to the firing intensity of the firing mechanism. The first game area 116a is located on the left side of the game area 116 as viewed from the player facing the gaming machine 100, and the second game area 116b is located on the right side of the game area 116 as viewed from the player facing the gaming machine 100. Since the rails 114a and 114b are on the left side of the game area 116, the game ball fired with a firing intensity less than a predetermined intensity by the firing mechanism enters the first game area 116a, and the game ball fired with a firing intensity equal to or greater than the predetermined intensity enters the second game area 116b.

[0018] In addition, the game area 116 is provided with a general winning opening 118, a first start opening 120, and a second start opening 122 into which game balls can enter. When game balls enter these general winning opening 118, first start opening 120, and second start opening 122, predetermined prize balls are paid out to the player. Note that the number of prize balls may be any number of 1 or more, and the number of prize balls paid out at each of the general winning opening 118, first start opening 120, and second start opening 122 may be different, or may be set to the same number of prize balls. At this time, it is also possible to set the number of prize balls paid out when a game ball enters the first start opening 120 to be less than the number of prize balls paid out when a game ball enters the second start opening 122.

[0019] Note that, 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 whether a major winning game or a minor winning game advantageous to the player can be executed, and what kind of game state the subsequent game state will be are associated with each special symbol. Therefore, when a game ball enters the first start opening 120 or the second start opening 122, the player will obtain an opportunity to obtain the right to receive various game benefits while obtaining predetermined prize balls.

[0020] The first start opening 120 is at the lower part of the game area 116, and only the game balls flowing down in the first game area 116a can enter, or the game balls that have entered the first game area 116a are arranged at a position where they are more likely to enter than the game balls that have entered the second game area 116b.

[0021] 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.

[0022] Specifically, the second starting port 122 is provided with a movable piece 122b that 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. The specific configuration of the second starting port 122 is not particularly limited, but here, the movable piece 122b is assumed 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. In the closed state where the movable piece 122b is immersed, the second starting port 122 is closed, and the game balls flow down the front side of the second starting port 122.

[0023] On the other hand, when the game balls pass through the gates 124 provided in the first game area 116a and the second game area 116b, or when the game balls enter the general pattern operation port 125 provided in the second game area 116b, it is determined whether or not an auxiliary game in which the second starting port 122 is opened is to be executed. When it is determined that the auxiliary game is to be executed, an auxiliary game in which the opening and closing of the second starting port 122 is controlled is executed. More specifically, on the condition that the game balls have passed through the gates 124 or the game balls have entered the general pattern operation port 125, a lottery of a normal symbol described later is performed. When winning in this lottery, the movable piece 122b is controlled to be in the open state for a predetermined time.

[0024] In the open state where the movable piece 122b protrudes, the game balls flowing down the front side of the second starting port 122 fall onto the movable piece 122b. The game balls that have fallen onto the movable piece 122b are guided by the movable piece 122b and led to the second starting port 122. Thus, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray for guiding the game balls to the second starting port 122, facilitating the entry of the game balls into the second starting port 122.

[0025] Furthermore, at the lower part of the game area 116, a first large winning port 126 and a second large winning port 128 are provided. The first large winning port 126 and the second large winning port 128 are arranged at positions where at least the game balls flowing down the second game area 116b can enter. An opening / closing door 126b is provided for the first large winning port 126 so as to be openable and closable. Usually, the opening / closing door 126b closes the first large winning port 126, making it impossible for game balls to enter the first large winning port 126. On the other hand, when the above-mentioned small hit game is executed, the opening / closing door 126b is opened, and the opening / closing door 126b functions as a tray, enabling game balls to enter the first large winning port 126. When a game ball enters the first large winning port 126, a predetermined number of prize balls are paid out to the player.

[0026] Also, an opening / closing door 128b is provided for the second large winning port 128 so as to be openable and closable. Usually, the opening / closing door 128b closes the second large winning port 128, making it impossible for game balls to enter the second large winning port 128. On the other hand, when the above-mentioned big role game is executed, the opening / closing door 128b is opened, and the opening / closing door 128b functions as a tray, enabling game balls to enter the second large winning port 128. When a game ball enters the second large winning port 128, a predetermined number of prize balls are paid out to the player. Incidentally, the first large winning port 126 and the second large winning port 128 are collectively simply referred to as the large winning port.

[0027] Note that at the lowermost part of the game area 116, a discharge port 130 is provided for discharging the game balls that have not entered any of the general winning port 118, the first starting port 120, the second starting port 122, the first large winning port 126, and the second large winning port 128 from the game area 116 to the back side of the game board 108.

[0028] And, in the gaming machine 100, as an effect device that performs effects during the progress of the game, there are provided an effect display device 200 composed of a liquid crystal display device, an effect character device 202 composed of a movable device, an effect lighting device 204 composed of lamps controlled in various lighting modes and emission colors, an audio output device 206 composed of a speaker, and an effect button 208 that accepts operations by the player.

[0029] The effect display device 200 includes a main effect display section 200a and a sub-effect display section 201a each composed of an image display section that displays an image. The main effect display section 200a is disposed at a substantially central portion of the game board 108 so as to be visible from the front side of the gaming machine 100. On this main effect display section 200a, effect symbols 210a, 210b, and 210c are variably displayed as shown in the drawing, and a variable effect is executed in which the jackpot lottery result is notified to the player based on the stop display modes of these respective effect symbols 210a, 210b, and 210c. Further, the sub-effect display section 201a is provided above the main effect display section 200a, and auxiliary effect images are displayed during the variable effect.

[0030] The effect character device 202 is disposed in front of the main effect display section 200a and is normally retracted to the back side of the game board 108, but it moves to the front of the main effect display section 200a during the variable display of the above-described effect symbols 210a, 210b, and 210c, etc., to give the player a sense of expectation of a big win.

[0031] The effect lighting device 204 is provided on the effect character device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the image etc. displayed on the main effect display section 200a.

[0032] 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 in accordance with the image etc. displayed on the main effect display section 200a.

[0033] The performance button 208 is composed of buttons that accept the pressing operation of the player, and is provided at a substantially central position in the width direction of the gaming machine 100 and below the transparent plate 110. This performance button 208 is activated in accordance with an image or the like displayed on the main performance display unit 200a. When the player's operation is accepted within the operation valid time, various performances are executed according to the operation.

[0034] The cross key 209 is composed of four buttons: an up button, a down button, a left button, and a right button that accept the pressing operation of the player, and is provided near the performance button 208. The performance button 208 and the cross key 209 may be used when making various settings.

[0035] In the figure, reference numeral 132 is an upper tray into which prize balls paid out from the gaming machine 100 or gaming balls lent out from the gaming ball lending device are guided. When this upper tray 132 is filled with gaming balls, the gaming balls are guided to the lower tray 134. Further, on the bottom surface of this lower tray 134, a ball discharge hole (not shown) for discharging the gaming balls from the lower tray 134 is formed. This ball discharge hole is normally closed by an opening / closing plate (not shown), but by pushing in the ball discharge knob 134a, the opening / closing plate slides integrally with the ball discharge knob 134a, and it is possible to discharge the gaming balls from the ball discharge hole below the lower tray 134.

[0036] Also, 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 their details will be described later.

[0037] (Internal Configuration of Control Means) FIG. 3 is a block diagram showing the internal configuration of control means for controlling the progress of a game according to a kind of reference example.

[0038] The main control board 300 controls the basic operations of the game. This main control board 300 is equipped with a main CPU 300a, a main ROM 300b, and a main RAM 300c. Based on the input signals from each detection switch and timer, the main CPU 300a reads out the program stored in the main ROM 300b and performs arithmetic processing. It also directly controls each device and display, or sends commands to other boards according to the results of the arithmetic processing. The main RAM 300c functions as a work area for data during the arithmetic processing of the main CPU 300a.

[0039] The gaming machine 100 of a type of reference example 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 (the game ball enters the general operation port 125 in the general diagram). And various programs for advancing the special game and the normal game, as well as various data and tables necessary for various games, are stored in the main ROM 300b of the main control board 300.

[0040] 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 general diagram operation port detection switch 125s for detecting that a game ball has entered the general diagram operation port 125, a first big winning port detection switch 126s for detecting that a game ball has entered the first big winning port 126, a second big winning port detection switch 128s for detecting that a game ball has entered the second big winning port 128, and an out ball detection switch 130s for detecting the game ball discharged from the game area 116. Detection signals are input from these respective detection switches to the main control board 300.

[0041] Note that a combined flow path is provided on the back surface of the game board 108, and the game balls that have entered 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 respectively, and the game balls guided to the back side from the discharge port 130 merge in the combined flow path and are configured to be guided to the facilities in 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.

[0042] Also, on the main control board 300, a normal electric accessory solenoid 122c that operates the movable piece 122b of the second start opening 122, a first big winning opening solenoid 126c that operates the opening and closing door 126b that opens and closes the first big winning opening 126, and a second big winning opening solenoid 128c that operates the opening and closing door 128b that opens and closes the second big winning opening 128 are connected, and the main control board 300 controls the opening and closing of the second start opening 122, the first big winning opening 126, and the second big winning opening 128.

[0043] Furthermore, on the main control board 300, 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 connected, and the main control board 300 controls the display of these respective displays.

[0044] Also, on the gaming machine 100, a plurality of abnormality detection sensors 174 for detecting the possibility of abnormality or fraud, such as a radio wave detection sensor for detecting radio waves, a magnetic detection sensor for detecting magnetism, and a door opening sensor for detecting the open state of the middle frame 104 and the front frame 106, are provided, and an abnormality detection signal is configured to be input from each abnormality detection sensor 174 to the main control board 300.

[0045] Furthermore, a setting change switch 180s is provided on the back surface of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. An operation for changing and confirming the set value becomes possible on the condition that the setting change switch 180s is on. Although details will be described later, in the gaming machine 100 of a kind of reference example, any one of six levels of set values with different degrees of advantage is stored as a registered set value in the set value buffer, and the game progresses according to the stored registered set value.

[0046] Also, a RAM clear button is provided on the back surface of the game board 108 so that it can be pressed, and the pressing operation of this RAM clear button is detected by a RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. When a RAM clear operation signal is input from the RAM clear switch 182s at the time of power-on, the main CPU 300a clears the main RAM 300c.

[0047] Also, a performance display monitor 184 is provided on the back surface of the game board 108. The registered set value and the base ratio are displayed on the performance display monitor 184 by the main control board 300.

[0048] Also, a payout control board 310 and a sub-control board 330 are connected to the main control board 300.

[0049] 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 on the progress of the game output from the main control board 300 is output to a hall computer of a game parlor or the like via the payout control board 310 and the game information output terminal board 312.

[0050] In addition, a payout motor 314 for paying out the game balls stored in the storage section to the player as bonus balls is connected to the payout control board 310. The payout control board 310 controls the payout motor 314 based on the payout number designation command transmitted from the main control board 300 to control the payout of a predetermined number of bonus balls to the player. At this time, the number of game balls paid out is detected by the payout ball counting switch 316s, and it is possible to determine whether the bonus balls to be paid out have been paid out to the player.

[0051] Further, 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 for guiding the game balls paid out as bonus 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.

[0052] 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, if the continuous input of the game ball detection signal stops after transmitting the tray full command, it is determined that the full state has been released, and a tray full release command is transmitted to the main control board 300.

[0053] In addition, a launch control circuit 320 is connected to the payout control board 310 so as to be capable of two-way communication. When the launch control circuit 320 receives launch control data from the payout control board 310, it permits launch. A touch sensor 112s provided on the operation handle 112 for detecting that a 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 launch control circuit 320. When signals are input from the touch sensor 112s and the operation volume 112a, the launch control circuit 320 controls energization of a solenoid 112c for launch provided in the game ball launcher to launch a game ball.

[0054] The sub-control board 330 mainly controls various effects during the game, such as during play or standby. The sub-control board 330 includes a sub-CPU 330a, a sub-ROM 330b, a sub-RAM 330c, and an RTC 330d, and is connected to the main control board 300 so as to be capable of one-way communication from the main control board 300 to the sub-control board 330. Based on commands transmitted from the main control board 300, input signals from a timer, etc., the sub-CPU 330a reads out a program stored in the sub-ROM 330b, performs arithmetic processing, and controls the execution of effects. At this time, the sub-RAM 330c functions as a work area for data during the arithmetic processing of the sub-CPU 330a.

[0055] Specifically, the sub-control board 330 performs image display control for causing the main effect display unit 200a and the sub-effect display unit 201a to display images. 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.

[0056] In addition, the sub-control board 330 controls the movement of the effect prop device 202 and the lighting control of the effect lighting device 204, and performs voice output control to output voice from the voice output device 206. Further, when an operation detection signal is input from an effect button detection switch 208s that detects that the effect button 208 has been pressed and a cross key detection switch 209s that detects that the cross key 209 has been pressed, predetermined processing is performed.

[0057] 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. Further, 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 receives power supply from this backup power supply and measures the current time.

[0058] FIG. 4 is an address map of the memory area used by the main CPU 300a according to a kind of reference example. In FIG. 4, the addresses are shown in hexadecimal, and "H" indicates that it is in hexadecimal. As shown in FIG. 4, 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.

[0059] 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 processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184), i.e., an unused area (2000H to 2BFFH).

[0060] In the used area of the main ROM 300b, there are provided a program area (0000H to 0A89H) where programs for controlling the progress of the game are stored, an unused area (0A8AH to 0FFFH), and a data area (1000H to 1A7AH) where data other than programs are stored. Note that the used area may not include the unused area (0A8AH to 0FFFH).

[0061] In the unused area of the main ROM 300b, there are provided a program area (2000H to 27FFH) where programs for executing processes for performing tests defined by the game machine rules and processes for displaying the performance display monitor 184 are stored, and a data area (2800H to 2BFFH) where data other than these programs are stored.

[0062] Also, in the memory area of the main ROM 300b, in addition to the used area and the unused area, there are provided an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) where arbitrary data such as the title and version of the program are stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) where information necessary for the main CPU 300a to execute programs is stored.

[0063] The memory area of the main RAM 300c has a used area (F000H to F1FFH) that is temporarily used when programs for controlling the progress of the game are being executed, and an unused area (F210H to F228H) that is outside the used area and is temporarily used when programs for executing processes for performing tests defined by the game machine rules and processes for displaying the performance display monitor 184 are being executed.

[0064] In the used area of the main RAM 300c, there are a work area (F000H to F12AH) temporarily used when a program for controlling the progress of the game is being executed, an unused area (F12BH to F1D7H), and a stack area (F1D8H to F1FFH) for temporarily storing data during the execution of the program for controlling the progress of the game. Note that the used area may exclude the unused area (F12BH to F1D7H).

[0065] In the unused area of the main RAM 300c, there are a work area (F210H to F21FH) temporarily used when a program for processing for conducting tests defined by the game machine rules or for displaying the performance display monitor 184 is being executed, and a stack area (F220H to F228H) for temporarily storing data during the execution of these programs.

[0066] Also, in the memory area of the main RAM 300c, in addition to the used area and the unused area, there are an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).

[0067] In this way, in the main ROM 300b and the main RAM 300c, a used area used for controlling the progress of the game and an unused area used for executing processing for conducting tests defined by the game machine rules and processing for controlling the display of the performance display monitor 184 are separately provided.

[0068] And in the main RAM 300c, a 16-byte unused area (F200H to F20FH) is provided between the used area and the unused area. This unused area (F200H to F20FH) is set as a boundary area separating the used area and the unused area, making the boundary between the used area and the unused area clear, and preventing the unused area from being used when a program for controlling the progress of the game is being executed, and preventing the used area from being used when a program for processing for conducting tests defined by the game machine rules and processing for controlling the display of the performance display monitor 184 are being executed.

[0069] Note that the unused area provided between the used area and the non - used area only needs to be at least 1 byte or more. From the perspective of 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.

[0070] Next, the games in the gaming machine 100 of a kind of reference example will be described together with various tables stored in the main ROM 300b.

[0071] As described above, the gaming machine 100 of a kind of reference example is a machine in which two types of games, a special game and a normal game, proceed in parallel. As the game states when these two games proceed, the game proceeds in any game state in which any one of the game states of a low - probability game state or a high - probability game state is combined with any one of the game states of a non - time - shortened game state or a time - shortened game state.

[0072] Details of each game state will be described later. The low - probability game state is a game state in which the probability of obtaining the right to execute a big - winning game in which the first major winning port 126 and the second major winning port 128 are opened is set low, and the high - probability game state is a game state in which the probability of obtaining the right to execute a big - winning game is set high.

[0073] Also, the non - time - shortened game state is a game state in which the movable piece 122b is difficult to be in an open state and it is difficult for a game ball to enter the second starting port 122, and the time - shortened game state is a game state in which the movable piece 122b is more likely to be in an open state and it is easier for a game ball to enter the second starting port 122 than in the non - time - shortened game state. Note that the initial state of the gaming machine 100 is set to a low - probability game state and a non - time - shortened game state, and this game state is referred to as the normal game state in a kind of reference example.

[0074] When the player operates the operation handle 112 to launch a game ball into the game area 116, and the game ball flowing down in the game area 116 enters the first start port 120 or the second start port 122, a lottery (hereinafter referred to as the "big winning lottery") is conducted to determine whether to grant the player a game benefit. In this big winning lottery, if the player wins a big win or a small win, the first big winning port 126 and the second big winning port 128 are opened, and a big winning game or a small win game is executed in which the game ball can enter the first big winning port 126 and the second big winning port 128. Also, after the end of the big winning game, the game state is set to any of the above game states. Hereinafter, the big winning lottery method will be described.

[0075] As will be described in detail later, when a game ball enters the first start port 120 or the second start port 122, various random number values related to the big winning lottery (big win 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 number values is stored in the special figure reservation storage area of the main RAM 300c. Hereinafter, the various random numbers stored in the special figure reservation storage area when a game ball enters the first start port 120 will be collectively referred to as special reservation 1, and the various random numbers stored in the special figure reservation storage area when a game ball enters the second start port 122 will be collectively referred to as special reservation 2.

[0076] The special figure reservation storage area of the main RAM 300c includes a first special figure reservation storage area and a second special figure reservation storage area. The first special figure reservation storage area and the second special figure reservation storage area each have four storage units (first to fourth storage units). When a game ball enters the first start port 120, special reservation 1 is stored in order from the first storage unit of the first special figure reservation storage area, and when a game ball enters the second start port 122, special reservation 2 is stored in order from the first storage unit of the second special figure reservation storage area.

[0077] For example, when a game ball enters the first start port 120, if no hold is stored in any of the first to fourth memory units in the first special drawing hold memory area, a special hold 1 is stored in the first memory unit. Also, for example, when a game ball enters the first start port 120 while special hold 1 is stored in the first to third memory units, the special hold 1 is stored in the fourth memory unit. Similarly, when a game ball enters the second start port 122, in the same manner as above, the special hold 2 is stored in the memory unit with the smallest number (ordinal number) among the first to fourth memory units in the second special drawing hold memory area where the special hold 2 is not stored.

[0078] However, the number of special holds 1 (X1) and the number of special holds 2 (X2) that can be stored in the first special drawing hold memory area and the second special drawing hold memory area are each set to four. Therefore, for example, when a game ball enters the first start port 120 and four special holds 1 are already stored in the first special drawing hold memory area, no new special hold 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 holds 2 are already stored in the second special drawing hold memory area, no new special hold 2 will be stored due to the entry of the game ball into the second start port 122.

[0079] FIG. 5 is a diagram for explaining a low-probability big win determination random number determination table according to a kind of reference example. When a game ball enters the first start port 120 or the second start port 122, one big win determination random number is acquired from within the range of 0 to 65535. Then, when starting the big combination lottery, that is, when performing the big win determination, a big win determination random number determination table is selected according to the game state, and the big combination lottery is performed based on the selected big win determination random number determination table and the acquired big win determination random number.

[0080] In the low-probability gaming state, when starting the major role lottery for the special 1 reservation and the special 2 reservation, the low-probability big win determination random number judgment table is referred to. Here, in a kind of reference example, six levels of setting values with different degrees of advantage are provided, and the low-probability big win determination random number judgment table is provided for each setting value. During the game, the setting value is set to any one of the six levels, and the major role lottery is conducted by referring to the low-probability big win determination random number judgment table corresponding to the currently set setting value (the registered setting value stored in the setting value buffer).

[0081] In the low-probability gaming state, when the setting value is set to 1 (registered setting value = 1), the major role lottery is conducted by referring to the low-probability big win determination random number judgment table a shown in Fig. 5(a). According to this low-probability big win determination random number judgment table a, when the big win determination random number is 10001 - 10218, it is determined as a big win; when the big win determination random number is 20001 - 21310, it is determined as a small win; and when the big win determination random number is other values, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 300.6, and the small win probability is approximately 1 / 50.

[0082] In the low-probability gaming state, when the setting value is set to 2 (registered setting value = 2), the major role lottery is conducted by referring to the low-probability big win determination random number judgment table b shown in Fig. 5(b). According to this low-probability big win determination random number judgment table b, when the big win determination random number is 10001 - 10225, it is determined as a big win; when the big win determination random number is 20001 - 21310, it is determined as a small win; and when the big win determination random number is other values, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 291.2, and the small win probability is approximately 1 / 50.

[0083] In the low-probability gaming state, when the set value is set to 3 (registered set value = 3), a major winning combination lottery is conducted by referring to the low-probability big win determination random number determination table c shown in FIG. 5(c). According to this low-probability big win determination random number determination table c, when the big win determination random number is 10001 to 10232, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 282.4, and the small win probability is approximately 1 / 50.

[0084] In the low-probability gaming state, when the set value is set to 4 (registered set value = 4), a major winning combination lottery is conducted by referring to the low-probability big win determination random number determination table d shown in FIG. 5(d). According to this low-probability big win determination random number determination table d, when the big win determination random number is 10001 to 10239, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 274.2, and the small win probability is approximately 1 / 50.

[0085] In the low-probability gaming state, when the set value is set to 5 (registered set value = 5), a major winning combination lottery is conducted by referring to the low-probability big win determination random number determination table e shown in FIG. 5(e). According to this low-probability big win determination random number determination table e, when the big win determination random number is 10001 to 10246, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 266.4, and the small win probability is approximately 1 / 50.

[0086] In the low-probability gaming state, when the set value is set to 6 (registered set value = 6), a major winning combination lottery is conducted by referring to the low-probability big win determination random number determination table f shown in FIG. 5(f). According to this low-probability big win determination random number determination table f, when the big win determination random number is 10001 to 10253, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 259.0, and the small win probability is approximately 1 / 50.

[0087] FIG. 6 is a diagram for explaining a high-probability big win determination random number determination table according to a kind of reference example. In the high-probability gaming state, when starting a major winning combination lottery for the special 1 hold and the special 2 hold, the high-probability big win determination random number determination table is referred to. The high-probability big win determination random number determination table is also provided for each set value, similar to the low-probability big win determination random number determination table.

[0088] In the high-probability gaming state, when the set value is set to 1 (registered set value = 1), a major winning combination lottery is conducted by referring to the high-probability big win determination random number determination table a shown in FIG. 6(a). According to this high-probability big win determination random number determination table a, when the big win determination random number is 10001 to 10620, it is determined as a big win; when the big win determination random number is 20001 to 21310, it is determined as a small win; and when the big win determination random number is any other value, it is determined as a loss. Therefore, in this case, the big win probability is approximately 1 / 105.7, and the small win probability is approximately 1 / 50.

[0089] Similarly, in the high-probability gaming state, when the set value is set to 2 to 6 (registered set value = 2 to 6), a major winning combination lottery is conducted by referring to the high-probability big win determination random number determination tables b to f shown in FIGS. 6(b) to (f). According to these high-probability big win determination random number determination tables b to f, when the big win determination random number is the value shown in the figure, it is determined as a big win. Therefore, in the case of set values = 2 to 6, the big win probabilities are approximately 1 / 102.4 to 1 / 91.0 respectively, and the small win probability is approximately 1 / 50.

[0090] As described above, the jackpot lottery is conducted according to the registered setting value. At this time, the winning probability of the jackpot varies according to the registered setting value, and when the registered setting value is larger, it is easier to win the jackpot than when it is smaller. Here, although the winning probability of the small win is assumed not to change even if the registered setting value is different, the winning probability of the small win may be made different for each registered setting value. Also, the small win is not essential, and in the jackpot lottery, only either the jackpot or a loss may be determined.

[0091] Also, here, it is assumed that the winning probability of the jackpot in both the low-probability gaming state and the high-probability gaming state varies according to the registered setting value, but it may be that only the winning probability of the jackpot in either the low-probability gaming state or the high-probability gaming state varies according to the registered setting value.

[0092] FIG. 7 is a diagram for explaining a winning symbol random number determination table according to a reference example. 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 combination 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 "big win" by the reservation of special feature 1, as shown in FIG. 7(a), the winning symbol random number determination table a for special feature 1 is selected. When winning "small win" by the reservation of special feature 1, as shown in FIG. 7(b), the winning symbol random number determination table b for special feature 1 is selected. Also, when winning "big win" by the reservation of special feature 2, as shown in FIG. 7(c), the winning symbol random number determination table a for special feature 2 is selected. When winning "small win" by the reservation of special feature 2, as shown in FIG. 7(d), the winning symbol random number determination table b for special feature 2 is selected. Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when the determination result of big win is obtained is called the big win symbol, the special symbol determined when the determination result of small win is obtained is called the small win symbol, and the special symbol determined when the determination result of loss is obtained is called the loss symbol.

[0093] According to the winning symbol random number determination table a for special feature 1 shown in FIG. 7(a) and the winning symbol random number determination table a for special feature 2 shown in FIG. 7(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 special feature 1 shown in FIG. 7(b) and the winning symbol random number determination table b for special feature 2 shown in FIG. 7(d), regardless of the value of the obtained winning symbol random number, as shown in the figure, the type of special symbol (small win symbol) is determined to be special symbol a.

[0094] On the one hand, when the big prize lottery result is "a loss", if the lottery result is derived by Special 1 reservation, the special symbol X is determined as a losing symbol without conducting a lottery. Also, when the big prize lottery result is "a loss", if the lottery result is derived by Special 2 reservation, the special symbol Y is determined as a losing symbol without conducting a lottery.

[0095] That is, the winning symbol random number determination table is referred to only when the big prize lottery result is "a big win" or "a small win", and is not referred to when the big prize lottery result is "a loss". Here, in the winning symbol random number determination table for Special 1 and the winning symbol random number determination table for Special 2, the same big win symbol is determined respectively. 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.

[0096] 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.

[0097] FIG. 8 is a diagram for explaining a reach group determination random number determination table according to a reference example. 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 for determining a variation effect pattern for notifying the big winning lottery result is performed. In a reference example, when the big winning lottery result is "a loss", 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.

[0098] For example, when the game state is set to the non-time-limit game state and a "loss" big winning lottery result is derived based on the special first hold, if the number of holds of the special first hold when conducting the big winning lottery (hereinafter simply referred to as the "number of holds") is 0, as shown in FIG. 8(a), the reach group determination random number determination table 1 is selected. Similarly, when the game state is set to the normal game state and a "loss" big winning lottery result is derived based on the special first hold, if the number of holds is 1 to 2 when conducting the big winning lottery, as shown in FIG. 8(b), the reach group determination random number determination table 2 is selected, and if the number of holds is 3, as shown in FIG. 8(c), the reach group determination random number determination table 3 is selected. Note that in FIG. 8, 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.

[0099] Here, in the non-time-limited game state, the reach group determination random number determination table that is 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 many other reach group determination random number determination tables stored.

[0100] 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".

[0101] FIG. 9 is a diagram for explaining a reach mode determination random number determination table according to a kind of 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". Note that 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.

[0102] 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. 9(a), an example of the big win-time reach mode determination random number determination table for Patent 1 is shown in FIG. 9(b), an example of the big win-time reach mode determination random number determination table for Patent 2 is shown in FIG. 9(c), an example of the small win-time reach mode determination random number determination table for Patent 1 is shown in FIG. 9(d), and an example of the small win-time reach mode determination random number determination table for Patent 2 is shown in FIG. 9(e).

[0103] 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. 9(a), the 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, the variable mode number is determined. Also, when the result of the above big winning combination lottery is "a big win", as shown in Figs. 9(b) and (c), the big-win-time reach mode determination random number determination table corresponding to the read hold 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, the variable mode number is determined.

[0104] Furthermore, when the result of the above big winning combination lottery is "a small win", as shown in Figs. 9(d) and (e), the small-win-time reach mode determination random number determination table corresponding to the read hold 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, the variable mode number is determined.

[0105] 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 variable mode number. And simultaneously with the determination of the variable mode number, the variation pattern random number determination table is determined. In Fig. 9, the table x described in the column of the variation pattern random number determination table indicates an arbitrary table number. Therefore, depending on the obtained reach group determination random number and the type of the reach mode determination random number determination table to be referred to, the variable mode number and the table number of the variation pattern random number determination table are determined. Also, in one kind of reference example, the variable 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. 9 to 11 indicates an arbitrary value shown in hexadecimal.

[0106] As described above, when the result of the major winning lottery is "a miss", first, the group type is determined by the reach group determination random number determination table shown in FIG. 8 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 miss reach mode determination random number determination table shown in FIG. 9(a) and the reach mode determination random number.

[0107] On the other hand, when the result of the major winning lottery is "a big win" or "a small win", referring to the big win reach mode determination random number determination table shown in FIG. 9 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 winning, etc., and using the reach mode determination random number, the variation mode number and the variation pattern random number determination table will be determined.

[0108] FIG. 10 is a diagram for explaining the variation pattern random number determination table according to a kind of reference example. Here, the variation pattern random number determination table x of a predetermined table number x is shown, but in addition to this, a large number of variation pattern random number determination tables are provided for each table number.

[0109] When a game ball enters the first start port 120 or the second start port 122, one variation pattern random number is acquired from within the range of 0 to 238. Then, based on the variation pattern random number determination table determined simultaneously with the above variation mode number and the acquired variation pattern random number, the variation pattern number is determined as shown in the figure.

[0110] In this way, when the major winning lottery is conducted, the variation mode number and the variation pattern number are determined according to the major winning lottery result, the determined symbol type, the game state, the hold number, the hold type, etc. These variation mode numbers and variation pattern numbers specify the variation effect pattern, and the mode and time of the variation effect are associated with each of them.

[0111] FIG. 11 is a diagram for explaining a variation time determination table according to a reference example. As described above, when the variation mode number is determined, the variation time 1 is determined according to the variation time 1 determination table shown in FIG. 11(a). According to this variation time 1 determination table, the variation time 1 is associated with each variation mode number, and the corresponding variation time 1 is determined according to the determined variation mode number.

[0112] Also, as described above, when the variation pattern number is determined, the variation time 2 is determined according to the variation time 2 determination table shown in FIG. 11(b). According to this variation time 2 determination table, the variation time 2 is associated with each variation pattern number, and the corresponding variation time 2 is determined according to the determined variation pattern number. The total time of the variation times 1 and 2 determined in this way is the time of the variation effect for notifying the major lottery result, that is, the variation time.

[0113] When the variation mode number is determined as described above, the variation mode command corresponding to the determined variation mode number is transmitted to the sub-control board 330. When the variation pattern number is determined, the variation pattern command corresponding to the determined variation pattern number is transmitted to the sub-control board 330. In the sub-control board 330, based on the received variation mode command, the mode of the first half of the variation effect is mainly determined, and based on the received variation pattern command, the mode of the second half of the variation effect is mainly determined. Details thereof will be described later. Hereinafter, the variation mode number and the variation pattern number may be collectively referred to as variation information, and the variation mode command and the variation pattern command may be collectively referred to as variation commands.

[0114] FIG. 12 is a diagram for explaining a special electric accessory operation ram set table according to a reference example. This special electric accessory operation ram set table stores 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 this special electric accessory operation ram set table. Actually, a plurality of special electric accessory operation ram set tables are provided for each type of special symbol (major winning symbol and minor winning symbol). According to the determined type of special symbol, the corresponding table is set at the start of a major winning game or a minor winning game. Here, for convenience of explanation, the control data of all special symbols is shown in one table.

[0115] When a special symbol A, B, C which is a major winning symbol or a special symbol a which is a minor winning symbol is determined, as shown in FIG. 12, an opening / closing process for opening and closing the first major winning port 126 and the second major winning port 128 in a predetermined opening / closing pattern is executed with reference to the special electric accessory operation ram set table. The major winning game is composed of a plurality of round games in which the second major winning port 128 is opened and closed a predetermined number of times, and the minor winning game is executed only once as a round game in which the first major winning port 126 is opened and closed a predetermined number of times.

[0116] According to this 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 combination game or small win game), the open large winning ports (the first large winning port 126 and the second large winning port 128 opened in each round game), the switching times of opening and closing the special electric accessory (the number of times the first large winning port 126 and the second large winning port 128 are opened during one round game), the solenoid energization time (the energization time of the first large winning port solenoid 126c and the second large winning port solenoid 128c for each number of times the first large winning port 126 and the second large winning port 128 are opened, that is, the opening time of the first large winning port 126 and the second large winning port 128 once), the specified number (the maximum number of winning chances to the first large winning port 126 and the second large winning port 128 in one round game), the effective time for closing the large winning port (the closing time of the first large winning port 126 and the second large winning port 128 between round games, that is, the interval time between rounds), the ending time (the waiting time from the end of the last round game until the normal special game resumes) are pre-stored as control data of the big winning combination game for each type of big winning combination symbol and small win symbol as shown in the figure.

[0117] In one reference example, when the special symbols A and B which are big winning combination symbols are determined, a big winning combination game composed of 5 round games is executed. When the special symbol C is determined, a big winning combination game composed of 15 round games is executed. Each round game ends when the specified number (8) of game balls enter the second large winning port 128 or when a predetermined time (here 29.0 seconds) elapses after the second large winning port 128 is opened.

[0118] Also, when the special symbol a which is a small win symbol is determined, a small win game composed of 1 round game is executed. In the small win game executed when the special symbol a is determined, in the first round game, the opening of the first large winning port 126 for 0.9 seconds is performed twice with a predetermined pause time in between.

[0119] FIG. 13 is a diagram for explaining a game state setting table for setting the game state after the execution of a major winning game according to a reference example. In the reference example, when a major winning game is executed, the game state after the end of the major winning game is set according to the type of special symbol determined at the time of a big win.

[0120] According to this game state setting table, when the big win symbol is special symbol A, the low-probability game state is set after the end of the major winning game. On the other hand, when the big win symbol is special symbol B or C, the high-probability game state is set after the end of the major winning game, and the number of continuous times of the high-probability game state (hereinafter referred to as "high-probability count") is set to 10,000 times. This means that the high-probability game state continues until the major winning lottery result is determined 10,000 times. However, the above-mentioned high-probability count indicates the maximum continuous number of times in one high-probability game state. If a big win is won before reaching the above-mentioned continuous number of times, the high-probability count will be set again. Therefore, when the high-probability game state is set after the end of the major winning game, if the lottery result of a loss is derived 10,000 times without deriving the lottery result of a big win in the high-probability game state, the game state will be changed to the low-probability game state.

[0121] In addition, after the end of the major winning game, the time-saving game state is set, and the number of continuous times of the time-saving game state (hereinafter referred to as "time-saving count") is set. At this time, if the big win symbol is special symbol A, the time-saving count is set to 100 times, and if it is special symbol B or C, the time-saving count is set to 10,000 times. This means that the time-saving game state continues until the major winning lottery result is determined 100 times or 10,000 times. However, the above-mentioned time-saving count indicates the maximum continuous number of times in one time-saving game state. If a big win is won before reaching the above-mentioned continuous number of times, the time-saving count will be set again.

[0122] FIG. 14 is a diagram for explaining a winning determination random number determination table according to a reference example. When a game ball flowing down the game area 116 passes through the gate 124 (the game ball enters the general pattern operation port 125), a determination process of the general pattern (hereinafter referred to as "general pattern lottery") in which whether or not to energize the movable piece 122b of the second start port 122 is associated is performed.

[0123] Although details will be described later, when a game ball passes through the gate 124 (the game ball enters the general pattern operation port 125), one winning determination random number is obtained from the range of 0 to 99, and this random number value is stored in the general pattern reservation storage area of the main RAM 300c with a maximum of four. That is, the general pattern reservation storage area includes four storage units for saving the winning determination random number. Therefore, when the game ball passes through the gate 124 (the game ball enters the general pattern operation port 125) in a state where the winning determination random number is stored in all four storage units of the general pattern reservation 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 general pattern reservation storage area when the game ball passes through the gate 124 (the game ball enters the general pattern operation port 125) is called general pattern reservation.

[0124] When starting the general pattern lottery in the non-time shortening game state, as shown in FIG. 14(a), the winning determination random number determination table for the non-time shortening game state is referred to. According to this winning determination random number determination table for the non-time shortening game state, when the winning determination random number is 0, the winning pattern is determined as the type of the general pattern, and when the winning determination random number is 1 to 99, the losing pattern is determined as the type of the general pattern. Therefore, the probability of determining the winning pattern in the non-time shortening game state, that is, the winning probability is 1 / 100. Although details will be described later, when the winning pattern is determined in this general pattern lottery, the second start port 122 is controlled to be in the open state, and when the losing pattern is determined, the second start port 122 is maintained in the closed state.

[0125] When starting the normal symbol lottery in the time-saving game state, as shown in FIG. 14(b), the winning determination random number judgment table for the time-saving game state is referred to. According to this winning determination random number judgment 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 normal symbol, and when the winning determination random number is 99, the losing symbol is determined as the type of the normal symbol. Therefore, the probability of determining the winning symbol in the time-saving game state, that is, the winning probability, is 99 / 100.

[0126] FIG. 15(a) is a diagram for explaining the normal symbol variation time data table according to a kind of reference example, and FIG. 15(b) is a diagram for explaining the opening / closing control pattern table according to a kind of reference example. As described above, when the normal symbol lottery is performed, the variation time of the normal symbol is determined. The normal symbol variation time data table is referred to when determining the variation time of the normal symbol when the winning symbol or the losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, when the game state is set to 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 normal symbol display 168 is variably displayed (flashing display) over the determined time. Then, when the winning symbol is determined, the normal symbol display 168 lights up, and when the losing symbol is determined, the normal symbol display 168 goes out.

[0127] And when the winning symbol is determined by the normal symbol lottery and the normal symbol display 168 lights up, the movable piece 122b of the second start port 122 is energization-controlled with reference to the opening / closing control pattern table as shown in FIG. 15(b). Actually, the opening / closing control pattern table is provided for each game state, and according to the game state when the normal symbol is determined, the corresponding table is set at the start of energization of the normal electric accessory solenoid 122c. Here, for the convenience of explanation, the control data corresponding to each game state is shown in one table.

[0128] When the winning symbol is determined, as shown in FIG. 15(b), the second start port 122 is controlled to open and close with reference to the opening / closing control pattern table. According to this opening / closing control pattern table, the non-prize release pre-time (the standby time until the opening of the second start port 122 is started), the maximum number of opening / closing switches of the normal electric accessory (the number of times the second start port 122 is opened), the solenoid energization time (the energization time of the normal electric accessory solenoid 122c for each opening of the second start port 122, that is, the opening time of the second start port 122 for one time), the specified number (the 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 (the closing time between each opening of the second start port 122, that is, the rest time), the non-prize effective state time (the standby time from the end of the last opening of the second start port 122), and the non-prize end wait time (the standby time until the variable display of the normal symbol described later is restarted after the elapse of the non-prize effective state time) are stored in advance as control data for the second start port 122 for each game state as shown in the figure.

[0129] In this way, 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 game ball enters the normal symbol operation port 125), 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 lottery while reducing the consumption of game balls.

[0130] Note that the opening / closing conditions of the second start port 122 define 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 one reference example, in two of these elements, the short-time game state is set more favorably than the non-short-time game state, so that in the short-time game state, it 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 favorably 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.

[0131] Also, in one reference example, a normal symbol operation port 125 is provided in the second game area 116b, and almost all of the game balls that flow down to the lower part of the second game area 116b enter the normal symbol operation port 125. When a game ball enters the normal symbol operation port 125, one prize ball is paid out. Therefore, here, even if a game ball is launched into the second game area 116b in the non-short-time game state, almost no game balls are reduced. However, the normal symbol operation port 125 is not an essential configuration, and the game board configuration is just an example. Therefore, when a game ball is launched into the second game area 116b in the non-short-time game state, a configuration in which the game balls are reduced may also be used.

[0132] Next, the main processes of the main control board 300 accompanying the progress of the game in the gaming machine 100 according to one reference example will be described.

[0133] FIG. 16 is a diagram for explaining a gaming machine state flag according to a reference example. In the main control board 300, whether the game can be advanced is managed by the gaming machine state flag. One of six types of flag values from 00H to 05H is set in the gaming machine state flag. The flag value = 00H of the gaming machine state flag indicates a playable state. When the gaming machine state flag is 00H, the game is controlled to proceed. When the gaming machine state flag is other than 00H, the game is stopped.

[0134] The flag value = 01H of the gaming machine state flag indicates a setting change state. When the gaming machine state flag is 01H, the operation of changing the registered setting value becomes possible. The flag value = 02H of the gaming machine state flag indicates a setting confirmation state. When the gaming machine state flag is 02H, the registered setting value can be confirmed, for example, by being displayed on the performance display monitor 184. The flag value = 03H of the gaming machine state flag indicates a setting abnormality state. When the gaming machine state flag is 03H, the game is stopped assuming that the registered setting value is abnormal. The flag value = 04H of the gaming machine state flag indicates an RWM (read write memory) abnormality state. When the gaming machine state flag is 04H, the game is stopped. The flag value = 05H of the gaming machine state flag indicates a checksum abnormality state. When the gaming machine state flag is 05H, the game is stopped. When the power is turned on, the gaming machine state flag is set to one of the flag values, and processing according to the gaming machine state flag is performed.

[0135] (CPU initialization process of the main control board 300) FIG. 17 is a first flowchart for explaining the CPU initialization process in the main control board 300 according to a reference example, and FIG. 18 is a second flowchart for explaining the CPU initialization process in the main control board 300 according to a reference example.

[0136] 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).

[0137] (Step S100-1) Upon power-on, the main CPU 300a reads a startup program from the main ROM 300b and performs setting processes necessary for executing various processes as initial setting processes.

[0138] (Step S100-3) The main CPU 300a sets a wait processing time in the timer counter.

[0139] (Step S100-5) The main CPU 300a determines whether a power-off warning signal is detected. Note that a power-off detection circuit is provided on the main control board 300, and when the power supply voltage becomes equal to or lower than a predetermined value, a power-off warning signal is output from the power-off detection circuit. If a power-off warning signal is detected, the process proceeds to step S100-3 above. If a power-off warning signal is not detected, the process proceeds to step S100-7.

[0140] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 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.

[0141] (Step S100-9) The main CPU 300a executes processes necessary to permit access to the main RAM 300c.

[0142] (Step S100-11) The main CPU 300a loads the flag value of the game machine state flag before power-off into the D register.

[0143] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum saved during a power failure, 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, and if it is determined that either one or both are not normal, the process proceeds to step S100-25.

[0144] (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 start address of the area to be cleared in the main RAM 300c.

[0145] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal has been input from the RAM clear switch 182s (whether the RAM clear button has been pressed). As a result, if it is determined that the RAM clear operation signal has been input, the process proceeds to step S100-31, and if it is determined that the RAM clear operation signal has not been input, the process proceeds to step S100-19.

[0146] (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), whether the setting change switch 180s is on, and whether 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.

[0147] (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.

[0148] (Step S100-23) The main CPU 300a executes an initialization process to clear the area to be cleared at power-on, which is the area after the start address set in the above step S100-15, in the main RAM 300c, and transfers the process to step S100-49.

[0149] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0150] (Step S100-27) The main CPU 300a performs an out-of-area read / write check process to check and clear the read / write memory in the unused area.

[0151] (Step S100-29) The main CPU 300a sets the address including the set value and the gaming machine state flag at the start address of the area to be cleared in the main RAM 300c.

[0152] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the used area.

[0153] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in the above step S100-31 is normal. As a result, if it is determined to be normal, the process is transferred to step S100-37, and if it is determined to be abnormal, the process is transferred to step S100-35.

[0154] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register and transfers the process to step S100-45.

[0155] (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 is transferred to step S100-39, and if it is determined that 02H is not set, the process is transferred to step S100-41.

[0156] (Step S100-39) The main CPU 300a sets 00H (game playable state) in the D register.

[0157] (Step S100-41) The main CPU 300a determines whether the setting change conditions are satisfied. As a result, if it is determined that the setting change conditions are satisfied, the process is transferred to step S100-43, and if it is determined that the setting change conditions are not satisfied, the process is transferred to step S100-45. Here, the setting change conditions at least include that the setting change switch 180s is on, the middle frame 104 is open, and a RAM clear operation signal is input from the RAM clear switch 182s.

[0158] (Step S100-43) The main CPU 300a sets 01H (setting change state) in the D register.

[0159] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine state flag.

[0160] (Step S100-47) The main CPU 300a executes an initialization process to clear the targets to be cleared during RAM clearing in the main RAM 300c, and transfers the process to step S100-49.

[0161] (Step S100-49) The main CPU 300a performs a transmission process (stores the RAM clear designated command in the transmission buffer) of a payout command (RAM clear designated command) for transmitting to the payout control board 310 that the main RAM 300c has been cleared.

[0162] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0163] (Step S100-53) The main CPU 300a determines whether the gaming machine status flag loaded in step S100-51 is 00H (playable state). As a result, if it is determined to be 00H, the process is transferred to step S110, and if it is determined not to be 00H, the process is transferred to step S100-55.

[0164] (Step S110) The main CPU 300a performs a sub-command group setting process. Note that this sub-command group setting process will be described later.

[0165] (Step S100-55) The main CPU 300a performs a sub-command set process for transmitting a predetermined command to the sub-control board 330. Here, a command corresponding to the gaming machine status flag is set. For example, if the gaming machine status flag is 01H, a setting change status designated command is set, and if the gaming machine status flag is 02H, a setting confirmation status designated command is set. In this way, by transmitting the command corresponding to the gaming machine status flag to the sub-control board 330, the internal state of the main control board 300 can be grasped in the sub-control board 330.

[0166] (Step S100-57) The main CPU 300a sets the period of the timer interrupt.

[0167] (Step S100-59) The main CPU 300a performs a process to prohibit interrupts.

[0168] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is for determining the initial value and the end value of the winning symbol random number. That is, when the winning symbol random number makes one round from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number - 1 by the update process of the winning symbol random number described later, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.

[0169] (Step S100-63) The main CPU 300a analyzes the received data (main command) received from the payout control board 310 and executes various processes according to the received data.

[0170] (Step S100-65) The main CPU 300a performs a process to transmit the sub-command stored in the transmission buffer to the sub-control board 330.

[0171] (Step S100-67) The main CPU 300a performs a process to permit interrupts.

[0172] (Step S100-69) The main CPU 300a updates the reach group determination random number, the reach mode determination random number, and the variation pattern random number, and thereafter repeats the process from the above step S100-59. 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.

[0173] FIG. 19 is a flowchart for explaining sub-command group set processing (S110) in the main control board 300 according to a reference example.

[0174] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine state flag.

[0175] (Step S110-3) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330. Here, for example, when the initialization process is executed in step S100-47 above, a RAM clear designation command is set.

[0176] (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.

[0177] (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.

[0178] (Step S110-9) The main CPU 300a performs special figure 1 hold designation command setting processing for setting a special figure 1 hold designation command indicating the special 1 hold count in the transmission buffer.

[0179] (Step S110-11) The main CPU 300a performs special figure 2 hold designation command setting processing for setting a special figure 2 hold designation command indicating the special 2 hold count in the transmission buffer.

[0180] (Step S110-13) The main CPU 300a performs count command setting processing for setting a count command indicating the remaining number of times of the time-saving gaming state in the transmission buffer.

[0181] (Step S110-15) The main CPU 300a performs a variable pattern selection state designation command setting process of setting a variable pattern selection state designation command indicating a variable pattern selection state in the transmission buffer.

[0182] (Step S110-17) The main CPU 300a performs a special figure phase designation command setting process of setting a special figure phase designation command indicating a special game management phase in the transmission buffer. Note that the special game management phase will be described later.

[0183] (Step S110-19) The main CPU 300a determines whether the special game management phase is a special symbol variation waiting state. As a result, if it is determined that it is a special symbol variation waiting state, the process proceeds to Step S110-21, and if it is determined that it is not a special symbol variation waiting state, the sub-command group setting process is terminated.

[0184] (Step S110-21) The main CPU 300a sets a customer waiting designation command in the transmission buffer and terminates the sub-command group setting process.

[0185] Next, the interrupt process in the main control board 300 according to a kind of reference example will be described. Here, the power-off save process (XINT interrupt process) and the timer interrupt process will be described.

[0186] (Power-off save process (XINT interrupt process) of the main control board 300) FIG. 20 is a flowchart for explaining the power-off save process (XINT interrupt process) in the main control board 300 according to a kind of reference example. The main CPU 300a monitors a 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 save process.

[0187] (Step S300-1) When a power-off warning signal is input, the main CPU 300a saves the registers.

[0188] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0189] (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.

[0190] (Step S300-7) The main CPU 300a restores the registers.

[0191] (Step S300-9) The main CPU 300a performs processing to enable interrupts and ends the power-off-time saving process.

[0192] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0193] (Step S300-13) The main CPU 300a executes a checksum setting process to calculate and save the checksum.

[0194] (Step S300-15) The main CPU 300a executes a RAM protection setting process necessary to prohibit access to the main RAM 300c.

[0195] (Step S300-17) The main CPU 300a sets a predetermined number of power-off detection signal detections in the counter value of the loop counter to set the power-off occurrence monitoring time.

[0196] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0197] (Step S300-21) The main CPU 300a determines whether the power-off warning signal is detected. As a result, if it is determined that the power-off warning signal is detected, the process proceeds to step S300-17, and if it is determined that the power-off warning signal is not detected, the process proceeds to step S300-23.

[0198] (Step S300-23) The main CPU 300a subtracts 1 from the value of the loop counter set in step S300-17.

[0199] (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).

[0200] In addition, when an actual power-off occurs, the operation of the gaming machine 100 stops while looping through steps S300-17 to S300-25.

[0201] (Timer Interrupt Processing of the Main Control Board 300) FIG. 21 is a flowchart for explaining the timer interrupt processing in the main control board 300 according to a kind of reference example. The main control board 300 is provided with a reset clock pulse generation circuit that generates clock pulses at a predetermined period (4 milliseconds in a kind of reference example, hereinafter referred to as "4 ms"). Then, when a clock pulse is generated by the reset clock pulse generation circuit, it interrupts the CPU initialization process (step S100), and the following timer interrupt processing is executed.

[0202] (Step S400-1) The main CPU 300a saves the registers.

[0203] (Step S400-3) The main CPU 300a performs processing to permit interrupts.

[0204] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to the output port, and executes dynamic port output processing for controlling the lighting of the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, the right hit notification display 172, and the performance display monitor 184.

[0205] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing for accurately acquiring the latest switch state.

[0206] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine state flag.

[0207] (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 that it is 00H, the process proceeds to step S400-15, and if it is determined that it is not 00H, the process proceeds to step S400-13.

[0208] (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 that it is 03H or more, the process proceeds to step S400-27, and if it is determined that it is not 03H or more, the process proceeds to step S450.

[0209] (Step S450) The main CPU 300a executes setting-related processing and transfers the processing to step S400-27. Note that the setting-related processing will be described later.

[0210] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, except when 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.

[0211] (Step S400-17) The main CPU 300a executes update processing of the initial value update random number for the winning symbol random number, similar to step S100-61 above.

[0212] (Step S400-19) The main CPU 300a performs processing to update the winning symbol random number. Specifically, the random number counter is incremented by 1 for update. When the added result exceeds the maximum value of the random number range, the random number counter is reset to 0. When the random number counter makes one full cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.

[0213] Although detailed description is omitted, in a kind of reference example, the big win determination random number and the win determination random number use hardware random numbers updated by a hardware random number generation unit built in the main control board 300. The hardware random number generation unit updates both the big win determination random number and the win determination random number according to a certain rule, automatically changes the random number sequence every time the random number sequence makes one full cycle, and changes the start value every time the system is reset.

[0214] (Step S500) The main CPU 300a executes switch management processing to determine whether there is an input signal from the first start port detection switch 120s, the second start port detection switch 122s, the gate detection switch 124s, the general drawing operation port detection switch 125s, the first big winning port detection switch 126s, and the second big winning port detection switch 128s. Details of this switch management processing will be described later.

[0215] (Step S600) The main CPU 300a executes special game management processing for controlling the progress of the above special game. Details of this special game management processing will be described later.

[0216] (Step S700) The main CPU 300a executes normal game management processing for controlling the progress of the above normal game. Details of this normal game management processing will be described later.

[0217] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results. When it is determined that an error has occurred, the main CPU 300a sets an error designation command corresponding to the type of error.

[0218] (Step S400-23) The main CPU 300a checks the general winning port detection switch 118s, the first start port detection switch 120s, the second start port detection switch 122s, the first big winning port detection switch 126s, and the second big winning port detection switch 128s, and executes winning port switch processing for adding a corresponding counter for prize ball control and the like.

[0219] (Step S400-25) The main CPU 300a executes payout control management processing for creating and transmitting a payout command based on the counter value of the counter for prize ball control set in the above step S400-23.

[0220] (Step S400-27) The main CPU 300a executes external information management processing for setting output data for external information to be output to the outside from the game information output terminal board 312.

[0221] (Step S400-29) The main CPU 300a executes LED display setting processing for setting common 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 common output buffer.

[0222] (Step S400-31) The main CPU 300a executes solenoid output image synthesis processing for synthesizing the solenoid output images of the normal electric accessory solenoid 122c, the first big winning port solenoid 126c, the second big winning port solenoid 128c, and the movable member drive solenoid 142c and storing them in the output port buffer.

[0223] (Step S400-33) The main CPU 300a executes port output processing for outputting the values of the common output buffer stored in each output port buffer to the output port.

[0224] (Step S400-35) The main CPU 300a performs processing for prohibiting interrupts.

[0225] (Step S400-37) The main CPU 300a performs processing to calculate the base ratio to be displayed on the performance display monitor 184 using the unused area of the main RAM 300c, and sets the common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer, thereby executing performance display monitor control processing. Note that in the performance display monitor control processing, the base ratio is calculated at predetermined intervals. Here, on the performance display monitor 184, the base ratio for the current period and the base ratio for the previous period may be alternately displayed at predetermined times. Also, in response to a predetermined operation, the base ratio displayed on the performance display monitor 184 may be switched. Further, here, when the gaming machine status flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.

[0226] (Step S400-39) The main CPU 300a restores the registers and ends the timer interrupt processing.

[0227] FIG. 22 is a flowchart for explaining the above-described setting-related processing (S450) according to a kind of reference example.

[0228] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status 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.

[0229] (Step S450-3) The main CPU 300a loads the registered setting value stored in the setting value buffer into a predetermined processing area.

[0230] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is on (whether the RAM clear operation signal is input). As a result, if it is determined that the RAM clear switch 182s is on, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s is not on, the process proceeds to step S450-9.

[0231] (Step S450-7) The main CPU 300a adds 1 to the set value of the processing area.

[0232] (Step S450-9) The main CPU 300a determines whether the set value of the processing area is in the range of 1 to 6. As a result, if it is determined that the set value is in the range of 1 to 6, the process proceeds to step S450-13, and if it is determined that the set value is not in the range of 1 to 6, the process proceeds to step S450-11.

[0233] (Step S450-11) The main CPU 300a sets the set value of the processing area to 1.

[0234] (Step S450-13) The main CPU 300a sets the set value of the processing area to the set value buffer.

[0235] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is on. As a result, if it is determined that the setting change switch 180s is on, the setting-related process ends, and if it is determined that the setting change switch 180s is not on, the process proceeds to step S450-17.

[0236] (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.

[0237] (Step S110) The main CPU 300a executes the sub-command set process shown in FIG. 19. That is, when the setting-related process is executed, at the end thereof, the model command, the set value designation command, the reserved designation command for FIG. 1, the reserved designation command for FIG. 2, the count 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.

[0238] (Step S450-19) The main CPU 300a sets 00H (playable state) in the gaming machine state flag and ends the setting-related process.

[0239] As described above, according to one kind of reference example, 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. 17), 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. 21) are stopped, and the setting-related process is executed.

[0240] The setting-related process is repeatedly executed while the setting change switch 180s is on. During this setting-related process, the pressing operation of the RAM clear button is received as an operation for changing the registered setting value. That is, during the setting change process (S450-1 to S450-13) that receives the setting change operation, the registered setting value stored in the setting value buffer is switched to any one of the setting values provided in multiple stages according to the setting change operation.

[0241] 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.

[0242] Here, in the setting-related process of a reference example, after the pressing operation of the RAM clear button, that is, after the reception 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 reception of the setting change operation, the setting value specifying command is not transmitted to the sub-control board 330. In this way, during the reception of the setting change operation, without transmitting the setting value specifying command, when the reception of the setting change operation ends and the game progresses to a state where it is possible to proceed, by transmitting the setting value specifying command, the risk of the registered setting value being illegally acquired can be reduced.

[0243] Also, in a reference example, a plurality of flag values including at least 01H (setting change state) are switched. And when 01H (setting change state) is set in the game machine state flag, the setting-related process can be executed, and the progress of the game is stopped. In this way, since the setting-related process is not executed during the progress of the game, the setting value specifying command is not transmitted during the progress of the game, and the risk of the registered setting value being illegally acquired is reduced.

[0244] Next, among the above-described timer interrupt processes, the switch management process in step S500, the special game management process in step S600, and the normal game management process in step S700 will be described in detail.

[0245] FIG. 23 is a flowchart for explaining the switch management process (step S500) in the main control board 300 according to a reference example.

[0246] (Step S500-1) When the main CPU 300a detects that the gate detection switch is turned on or the general diagram operation port detection switch is turned on, that is, when the game ball passes through the gate 124 and the detection signal from the gate detection switch 124s is turned on, or when the game ball enters the general diagram operation port 125 and the detection signal from the general diagram operation port detection switch 125s is turned on, it is determined. As a result, when it is determined that the gate detection switch is turned on or the general diagram operation port detection switch is turned on, the process proceeds to step S510, and when it is determined that it is not the case when the gate detection switch is turned on or the general diagram operation port detection switch is turned on, the process proceeds to step S500-3.

[0247] (Step S510) Based on the passage of the game ball through the gate 124 (the entry of the game ball into the general diagram operation port 125), the main CPU 300a executes gate passage processing. The details of this gate passage processing will be described later.

[0248] (Step S500-3) The main CPU 300a determines whether it is the time when the first start port detection switch is turned on, that is, whether the game ball enters the first start port 120 and the detection signal is input from the first start port detection switch 120s. As a result, when it is determined that it is the time when the first start port detection switch is turned on, the process proceeds to step S520, and when it is determined that it is not the time when the first start port detection switch is turned on, the process proceeds to step S500-5.

[0249] (Step S520) Based on the entry of the game ball into the first start port 120, the main CPU 300a executes first start port passage processing. The details of this first start port passage processing will be described later.

[0250] (Step S500-5) The main CPU 300a determines whether the second start hole detection switch is on, that is, whether a game ball has entered the second start hole 122 and a detection signal has been input from the second start hole detection switch 122s. If it is determined that the second start hole detection switch is on, the process proceeds to step S530, and if it is determined that the second start hole detection switch is not on, the process proceeds to step S500-7.

[0251] (Step S530) The main CPU 300a executes second start opening passage processing based on the entry of the gaming ball into the second start opening 122. Details of this second start opening passage processing will be described later.

[0252] (Step S500-7) The main CPU 300a determines whether it is the time when the special prize opening detection switch is detected as being on, that is, whether a gaming ball has entered the first special prize opening 126 and the second special prize opening 128 and a detection signal has been input from the first special prize opening detection switch 126s and the second special prize opening detection switch 128s. If it is determined as a result that it is the time when the special prize opening detection switch is detected as being on, the process proceeds to step S500-9, and if it is determined that it is not the time when the special prize opening detection switch is detected as being on, the process proceeds to step S500-11.

[0253] (Step S500-9) The main CPU 300a determines whether a big win game or a small win game is currently in progress, and determines whether the game balls have entered the first large win port 126 and the second large win port 128 properly. If it is determined that a big win game or a small win game is not in progress, a predetermined fraud detection process is executed, and if it is determined that a big win game or a small win game is in progress and the game balls have entered the first large win port 126 and the second large win port 128 properly, the main CPU 300a increments the large win port winning ball counter by 1, and sets a large win port winning designation command in the transmission buffer.

[0254] (Step S500-11) The main CPU 300a determines whether it is the time of detecting the activation of the general winning opening detection switch, that is, whether a game ball has entered the general winning opening 118 and a detection signal has been input from the general winning opening detection switch 118s. As a result, if it is determined that it is the time of detecting the activation of the general winning opening detection switch, the process proceeds to step S500-13, and if it is determined that it is not the time of detecting the activation of the general winning opening detection switch, the process proceeds to step S500-15.

[0255] (Step S500-13) The main CPU 300a sets the general winning opening winning designated command in the transmission buffer.

[0256] (Step S500-15) The main CPU 300a determines whether it is the time of detecting the activation 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 time of detecting the activation of the out ball detection switch, the process proceeds to step S500-17, and if it is determined that it is not the time of detecting the activation of the out ball detection switch, the switch management process ends.

[0257] (Step S500-17) The main CPU 300a sets the out ball detection designated command in the transmission buffer and ends the switch management process.

[0258] FIG. 24 is a flowchart for explaining the gate passing process (step S510) in the main control board 300 according to a kind of reference example.

[0259] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generation unit.

[0260] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol hold ball number counter is greater than or equal to the maximum value, that is, whether the counter value of the normal symbol hold ball number counter is 4 or more. As a result, if it is determined that the counter value of the normal symbol hold ball number counter is greater than or equal to the maximum value, the gate passing process is terminated, and if it is determined that the counter value of the normal symbol hold ball number counter is not greater than or equal to the maximum value, the process proceeds to step S510-5.

[0261] (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.

[0262] (Step S510-7) The main CPU 300a calculates the target storage unit to which the obtained hit determination random number is to be saved among the four storage units of the normal symbol hold storage area.

[0263] (Step S510-9) The main CPU 300a saves the hit determination random number obtained in step S510-1 to the target storage unit calculated in step S510-7.

[0264] (Step S510-11) The main CPU 300a sets a normal symbol hold designation command indicating the normal symbol hold number stored in the normal symbol hold storage area in the transmission buffer and terminates the gate passing process.

[0265] FIG. 25 is a flowchart for explaining the first start port passing process (step S520) in the main control board 300 according to a kind of reference example.

[0266] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is for identifying whether it is a special 1 hold or a special 2 hold as the hold type. The special symbol identification value (00H) indicates a special 1 hold, and the special symbol identification value (01H) indicates a special 2 hold.

[0267] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.

[0268] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and ends the first start port passing process. Note that 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.

[0269] FIG. 26 is a flowchart for explaining the second start port passing process (Step S530) in the main control board 300 according to a kind of reference example.

[0270] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0271] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball counter.

[0272] (Step S535) The main CPU 300a executes the special symbol random number acquisition process described later.

[0273] (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.

[0274] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in the above step S530-5 is not "04H". Note that "04H" of the normal game management phase indicates that the normal electric accessory winning port opening control process is in progress. In this normal electric accessory winning port opening control process, since the normal electric accessory solenoid 122c is energized and the movable piece 122b is controlled to the open state, here, it is determined whether the second start port 122 is in a state where it can be properly opened. As a result, when it is determined that the normal game management phase is not "04H", the second start port passing process is terminated, and when it is determined that the normal game management phase is "04H", the process proceeds to step S530-9.

[0275] (Step S530-9) The main CPU 300a updates the counter value of the normal electric accessory winning ball number counter to the value obtained by adding "1" to the current counter value, and terminates the second start port passing process.

[0276] Figure 27 is a flowchart for explaining the special symbol random number acquisition process (step S535) in the main control board 300 according to a kind of 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).

[0277] (Step S535-1) The main CPU 300a loads the special symbol identification value set in the above step S520-1 or step S530-1.

[0278] (Step S535-3) The main CPU 300a loads the target special symbol reserved ball number. Here, if the special symbol identification value loaded in the above step S535-1 is "00H", the counter value of the special symbol 1 reserved ball number counter, that is, the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in the above step S535-1 is "01H", the counter value of the special symbol 2 reserved ball number counter, that is, the special 2 reserved number, is loaded.

[0279] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generation unit.

[0280] (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 the number is greater than or equal to the upper limit value, the process proceeds to step S535-21, and if it is determined that the number is not greater than or equal to the upper limit value, the process proceeds to step S535-9.

[0281] (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.

[0282] (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 of the special symbol holding memory area.

[0283] (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.

[0284] (Step S535-15) The main CPU 300a performs a special symbol holding ball winning order setting process of updating and storing the winning orders of special 1 holding and special 2 holding stored in the special symbol holding memory area.

[0285] (Step S536) The main CPU 300a executes an acquisition-time production determination process for performing a major role preliminary lottery, a winning symbol provisional determination, and a variation information provisional determination based on various random numbers stored in the target storage unit in step S535-13 above. In this acquisition-time production determination process, a look-ahead designation command indicating variation information determined when a newly stored hold is read out is transmitted to the sub-control board 330. This acquisition-time production determination process will be described later.

[0286] (Step S535-17) 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.

[0287] (Step S535-19) The main CPU 300a sets a special figure hold designation command in the transmission buffer based on the counter values loaded in step S535-17 above. Here, a special figure 1 hold designation command is set based on the counter value (special 1 hold number) of the special symbol 1 hold ball number counter, and a special figure 2 hold designation command is set based on the counter value (special 2 hold number) of the special symbol 2 hold ball number counter. As a result, each time a special 1 hold or a special 2 hold is stored, the special 1 hold number and the special 2 hold number are transmitted to the sub-control board 330.

[0288] (Step S535-21) The main CPU 300a loads the normal game management phase.

[0289] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 above and determines whether it is less than the normal electric accessory winning opening release control state described later. As a result, if it is determined that it is less than the normal electric accessory winning opening release control state, the process proceeds to step S535-25, 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.

[0290] (Step S535-25) The main CPU 300a determines whether there has been an abnormal winning, and if it determines that there has been an abnormal winning, it executes a start port abnormal winning error process that performs predetermined processing and ends the special symbol random number acquisition process (step S535).

[0291] Figure 28 is a flowchart for explaining the acquisition-time effect determination process (step S536) in the main control board 300 according to a kind of reference example.

[0292] (Step S536-1) The main CPU 300a selects a corresponding jackpot determination random number determination table based on the set value being set. Specifically, it selects a corresponding jackpot determination random number determination table based on the current game state and 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, it performs a special symbol hit temporary determination process for temporarily determining any one of a jackpot, a minor hit, and a loss.

[0293] (Step S536-3) The main CPU 300a executes a special symbol temporary determination process for temporarily determining the special symbol. Here, if the result of the temporary big win lottery in step S536-1 (the result derived by the special symbol hit temporary determination process) is a jackpot or a minor hit, it loads the hit symbol random number, the winning type (whether it is a jackpot or a minor hit), and the hold type stored in the target storage unit in step S535-13, selects the corresponding hit symbol random number determination table, extracts the special symbol determination data, and saves the extracted special symbol determination data (the type of jackpot symbol or minor hit symbol). Also, if the result of the temporary big win lottery in step S536-1 is a loss, it saves predetermined loss special symbol determination data (the type of loss symbol).

[0294] (Step S536-5) The main CPU 300a sets the look-ahead symbol type designation command (look-ahead designation command) corresponding to the special symbol determination data saved in step S536-3 in the transmission buffer.

[0295] (Step S536-7) The main CPU 300a determines whether the result derived by the special symbol hit provisional determination process in step S536-1 is a big hit or a small hit. As a result, if it is determined that it is a big hit or a small hit, the process proceeds to step S536-9, and if it is determined that it is not a big hit or a small hit (a miss), the process proceeds to step S536-11.

[0296] (Step S536-9) The main CPU 300a sets the big hit reach mode determination random number determination table (see FIGS. 9(b) and (c)) or the small hit reach mode determination random number determination table (see FIGS. 9(d) and (e)), and proceeds to step S536-19.

[0297] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13.

[0298] (Step S536-13) The main CPU 300a determines whether the reach group determination random number loaded in step S536-11 is a fixed value (8500 or more). Here, the group type is determined by referring 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 items. 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 items. 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 items. 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 items 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 items are referred to as fixed values. If it is determined in step S536-11 that the loaded reach group determination random number is a fixed value (8500 or more), the process proceeds to step S536-15. If it is determined in step S536-11 that the loaded reach group determination random number is not a fixed value (8500 or more), the process proceeds to step S536-27.

[0299] (Step S536-15) The main CPU 300a sets a reach group determination random number determination table (see FIG. 8). Note that a plurality of types of reach group determination random number determination tables are provided according to the number of pending items. Here, the table used when the number of pending items 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 step S535-13, the reach group (group type) is tentatively determined.

[0300] (Step S536-17) The main CPU 300a sets the losing reach mode determination random number determination table (see Fig. 9(a)) corresponding to the group type tentatively determined in the above step S536-15, and transfers the process to step S536-19.

[0301] (Step S536-19) The main CPU 300a tentatively determines the variable mode number based on the reach mode determination random number determination table set in the above step S536-9 or the above step S536-17 and the reach mode determination random number stored in the target storage unit in the above step S535-13. Also, here, together with the variable mode number, the variable pattern random number determination table is tentatively determined.

[0302] (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 the above step S536-19 in the transmission buffer.

[0303] (Step S536-23) The main CPU 300a tentatively determines the variable pattern number based on the variable pattern random number determination table tentatively determined in the above step S536-23 and the variable pattern random number stored in the target storage unit in the above step S535-13.

[0304] (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 the above step S536-23 in the transmission buffer, and ends the acquisition-time production determination process.

[0305] (Step S536-27) When the main CPU 300a receives a new reservation stored in the target storage unit, it sets an indefinite value command (look-ahead designated variable mode command and look-ahead designated variable pattern command = 7FH) indicating that the group type, i.e., the variable display pattern, changes according to the number of reservations when the reservation is read, in the transmission buffer, and ends the acquisition-time display determination process.

[0306] FIG. 29 is a diagram for explaining a special game management phase according to a first reference example. As already described, in the first reference example, 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 (entry of a game ball into the general drawing operation port 125) proceed simultaneously in parallel. The processes related to the special game are executed step by step and repeatedly, but in the main control board 300, each process related to such a special game is managed by a special game management phase.

[0307] As shown in FIG. 29, the main ROM 300b stores a plurality of special game control modules for executing control of the special game, and a special game management phase is associated with each of these special game control modules. Specifically, when the special game management phase is "00H", a module for executing the "special symbol variation waiting process" is called, when the special game management phase is "01H", a module for executing the "special symbol variation in process" is called, when the special game management phase is "02H", a module for executing the "special symbol stop symbol display process" is called, when the special game management phase is "03H" or "07H", a module for executing the "process before the big winning opening is opened" is called, when the special game management phase is "04H" or "08H", a module for executing the "big winning opening opening control process" is called, when the special game management phase is "05H" or "09H", a module for executing the "big winning opening closing valid process" is called, and when the special game management phase is "06H" or "0AH", a module for executing the "big winning opening end wait process" is called.

[0308] Figure 30 is a flowchart for explaining the special game management process (step S600) in the main control board 300.

[0309] (Step S600-1) The main CPU 300a loads the special game management phase.

[0310] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1.

[0311] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts the process.

[0312] (Step S600-7) The main CPU 300a loads the special game timer for managing the control time of the special game and ends the special game management process.

[0313] Figure 31 is a flowchart for explaining the special symbol variation waiting process in the main control board 300. This special symbol variation waiting process is executed when the special game management phase is "00H".

[0314] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 hold ball counter, that is, the special 2 hold number (X2), is 1 or more. As a result, if it is determined that the special 2 hold number (X2) is 1 or more, the process moves to step S610-7, and if it is determined that the special 2 hold number (X2) is not 1 or more, the process moves to step S610-3.

[0315] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 hold ball count, that is, the special 1 hold count (X1), is 1 or more. As a result, if it is determined that the special 1 hold count (X1) is 1 or more, the process proceeds to step S610-7, and if it is determined that the special 1 hold count (X1) is not 1 or more, the process proceeds to step S610-5.

[0316] (Step S610-5) The main CPU 300a sets the customer waiting command in the transmission buffer, executes the customer waiting setting process for setting the customer waiting state, and ends the special symbol change waiting process.

[0317] (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 symbol hold storage area or the special 1 holds stored in the first to fourth storage units of the first special symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, in step S610-1 above, if it is determined that the special symbol 2 hold ball count is 1 or more, the special 2 holds stored in the second to fourth storage units of the second special symbol hold storage area are transferred to the first to third storage units. Also, in the main RAM 300c, a processing target zero-th storage unit is provided, and the special 2 holds stored in the first storage unit are block-transferred to the zero-th storage unit. Further, in step S610-3 above, if it is determined that the special symbol 1 hold ball count is 1 or more, the special 1 holds stored in the second to fourth storage units of the first special symbol hold storage area are transferred to the first to third storage units, and the special 1 holds stored in the first storage unit are block-transferred to the zero-th storage unit. In this special symbol storage area shift process, the counter value of the target special symbol hold ball count counter corresponding to the hold type transferred to the zero-th storage unit 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.

[0318] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a big role lottery. This special symbol winning determination process will be described later.

[0319] (Step S610-11) The main CPU 300a executes a special symbol determination process for determining a special symbol. Here, when the determination information (lottery result of the big role lottery) stored in step S611 is a big win or a small win, the winning type (big win or 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 (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 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.

[0320] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-11 above. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and numbers (counter values) are associated with each segment constituting the 7 segments. The special symbol stop symbol number determined here indicates the number (counter value) of the segment that finally lights up.

[0321] (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.

[0322] (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.

[0323] (Step S610-17) The main CPU 300a performs a preliminary area setting process such as storing the game state 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.

[0324] (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.

[0325] (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 a special figure hold designation command in the transmission buffer. Here, a special figure 1 hold designation command is set based on the counter value (special 1 hold count) of the special symbol 1 hold ball counter, and a special figure 2 hold designation command is set based on the counter value (special 2 hold count) of the special symbol 2 hold ball counter. Also, here, a special symbol winning order command corresponding to the winning order of the special 1 hold and the special 2 hold stored in the above step S610-7 is set in the transmission buffer. As a result, every time the special 1 hold or the special 2 hold is cleared, the special 1 hold count and the special 2 hold count, as well as the winning order of each of these holds, will be transmitted to the sub-control board 330.

[0326] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol variation waiting process.

[0327] FIG. 32 is a flowchart for explaining the above special symbol winning determination process (S611) according to a kind of reference example.

[0328] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.

[0329] (Step S611-3) The main CPU 300a loads the registered setting value in the setting value buffer.

[0330] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in the above step S611-3 is a value within the normal range. As a result, if it is determined that the value is within the normal range, the process proceeds to step S611-11, and if it is determined that the value is not within the normal range, the process proceeds to step S611-7.

[0331] (Step S611-7) The main CPU 300a sets 03H (setting abnormal state) in the gaming machine state flag.

[0332] (Step S611-9) The main CPU 300a sets the setting abnormal state command (sub-command) in the transmission buffer and ends the special symbol hit determination process. When this setting abnormal state command is transmitted to the sub-control board 330, a notification indicating that there is a setting abnormality is made.

[0333] (Step S611-11) The main CPU 300a refers to the big win determination random number determination table corresponding to the information loaded in the above steps S611-1 and S611-3, and sets the lower limit value and the upper limit value respectively when determining a big win or a small win.

[0334] (Step S611-13) The main CPU 300a compares the big win determination random number transferred to the 0th storage unit with the above lower limit value and upper limit value, and performs a determination process (big prize lottery) for determining the presence or absence of winning a big win or a small win.

[0335] (Step S611-15) The main CPU 300a sets the result of the determination process in step S611-13 as determination information and ends the special symbol hit determination process.

[0336] FIG. 33 is a flowchart for explaining the special symbol variation number determination process in the main control board 300 according to a kind of reference example.

[0337] (Step S612-1) The main CPU 300a determines whether the variation pattern selection state flag is 01H or more. As a result, when it is determined that the variation pattern selection state flag is 01H or more, the process proceeds to step S612-3, and when it is determined that the variation pattern selection state flag is not 01H or more, the process proceeds to step S612-5.

[0338] Here, five types of variable pattern selection state flags, namely 00H, 01H, 02H, 03H, and 04H, are provided. Each variable pattern selection state flag indicates a variable state. 00H corresponds to the normal variable state, 01H corresponds to the first variable state, 02H corresponds to the second variable state, 03H corresponds to the third variable state, and 04H corresponds to the fourth variable state. The variable state defines which table (reach group determination random number determination table, reach mode determination random number determination table, variable pattern random number determination table) to select.

[0339] In the first to fourth variable states, for each number of times of variable display (number of variable times) of the symbols in each variable state, which table to select is defined. Therefore, when the variable pattern selection state flag is 01H or higher, the main CPU 300a selects a preset table based on both the variable pattern selection state flag and the number of variable times, and determines variable information by referring to the selected table. On the other hand, in the normal variable state, the variable information is determined by referring to a table corresponding to the current gaming state or the like regardless of the number of variable times.

[0340] (Step S612-3) The main CPU 300a increments the variable count counter. The variable count counter is a counter that counts the number of variable times in the current variable state.

[0341] (Step S612-5) The main CPU 300a determines whether the result of the big role lottery in step S611 is a big win or a small win. As a result, if it is determined that it is a big win or a small win, the process proceeds to step S612-7. If it is determined that it is neither a big win nor a small win (a loss), the process proceeds to step S612-11.

[0342] (Step S612-7) The main CPU 300a loads the variable pattern selection state flag.

[0343] (Step S612-9) When the variation pattern selection status flag loaded in step S612-7 above is 01H or more, the main CPU 300a sets a reach mode determination random number determination table based on the variation pattern selection status flag and the counter value of the variation count counter. When the variation pattern selection status flag loaded in step S612-7 above is 00H, the main CPU 300a sets a reach mode determination random number determination table corresponding to the current game state and the hold type.

[0344] (Step S612-11) When the hold type of the read hold is special hold 2, the main CPU 300a checks the counter value of the special symbol 2 hold ball number counter. When the hold type of the read hold is special hold 1, the main CPU 300a checks the counter value of the special symbol 1 hold ball number counter.

[0345] (Step S612-13) The main CPU 300a loads the variation pattern selection status flag.

[0346] (Step S612-15) When the variation pattern selection status flag loaded in step S612-13 above is 01H or more, the main CPU 300a sets a reach group determination random number determination table based on the variation pattern selection status flag, the counter value of the variation count counter, the hold type, and the hold number confirmed in step S612-11 above. On the other hand, when the variation pattern selection status flag loaded in step S612-13 above is 00H, the main CPU 300a sets a corresponding reach group determination random number determination table based on the current game state, the hold number confirmed in step S612-11 above, and the hold type. Then, based on the set reach group determination random number determination table and the reach group determination random number transferred to the 0th storage unit in step S610-7 above, the reach group (group type) is determined.

[0347] (Step S612-17) The main CPU 300a sets a losing reach mode determination random number determination table corresponding to the group type determined in the above step S612-15.

[0348] (Step S612-19) The main CPU 300a determines a variation mode number based on the reach mode determination random number determination table set in the above step S612-9 or the above step S612-17 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Also, here, a variation pattern random number determination table is determined together with the variation mode number.

[0349] (Step S612-21) The main CPU 300a sets a variation mode command corresponding to the variation mode number determined in the above step S612-19 in the transmission buffer.

[0350] (Step S612-23) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in the above step S612-19 and the variation pattern random number transferred to the 0th storage unit in the above step S610-7.

[0351] (Step S612-25) The main CPU 300a sets a variation pattern command corresponding to the variation pattern number determined in the above step S612-23 in the transmission buffer and ends the special symbol variation number determination process.

[0352] FIG. 34 is a flowchart for explaining the process during special symbol variation in the main control board 300 according to a kind of reference example. This process during special symbol variation is executed when the special game management phase is "01H".

[0353] (Step S620-1) The main CPU 300a executes a process of updating a special symbol variation base counter. The counter value of the special symbol variation base counter is set to cycle once at a predetermined period (for example, 100 ms). Specifically, when the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and when the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.

[0354] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in the above step S620-1 is "0". As a result, if the counter value is "0", the process proceeds to step S620-5, and if the counter value is not "0", the process proceeds to step S620-9.

[0355] (Step S620-5) The main CPU 300a performs a special symbol variation timer update process of subtracting a predetermined value from the timer value of the special symbol variation timer set in the above step S610-15.

[0356] (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.

[0357] (Step S620-9) The main CPU 300a updates a special symbol display timer that measures the lighting time of each segment of the 7-segment that constitutes the first special symbol display 160 and the second special symbol display 162. Specifically, when the timer value of the special symbol display timer is "0", a predetermined timer value is set, and when the timer value is "1" or more, the timer value is updated to a value obtained by subtracting "1" from the current timer value.

[0358] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol display timer is "0". As a result, if it is determined that the timer value of the special symbol display timer is "0", the process proceeds to step S620-13, and if it is determined that the timer value of the special symbol display timer is not "0", the current special symbol variation process ends.

[0359] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated, and ends the current special symbol variation process. As a result, each segment constituting the 7-segment will be sequentially lit at predetermined intervals.

[0360] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0361] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 in the target special symbol display symbol counter. As a result, the determined special symbol will be stopped and displayed on the first special symbol display 160 or the second special symbol display 162.

[0362] (Step S620-19) The main CPU 300a sets a special symbol stop designation command indicating that the special symbol has been stopped and displayed on the first special symbol display 160 or the second special symbol display 162 in the transmission buffer.

[0363] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for stopping the display of the special symbol, in the special game timer, and ends the current special symbol variation process.

[0364] FIG. 35 is a flowchart for explaining a special symbol stop symbol display process in the main control board 300 according to a reference example. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0365] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the 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.

[0366] (Step S630-3) The main CPU 300a checks the result of the big winning combination lottery.

[0367] (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 S630-19, and if it is determined that it is not a big win, the process proceeds to step S630-7.

[0368] (Step S630-7) The main CPU 300a executes a count cut management process. Here, the special symbol probability state flag is loaded, and it is checked whether the current game state is a low probability game state or a high probability game state. And when the game state is a high probability game state, the counter value of the high probability count cut counter is updated to a value obtained by subtracting "1" from the current counter value. Incidentally, as a result of updating the high probability count cut counter, if the counter value becomes "0", the special symbol probability state flag corresponding to the low probability game state is set. Thereby, in the high probability game state, when the special symbol is determined a predetermined number of times without winning a big win, the game state shifts to the low probability game state.

[0369] Also, here, a time limit state flag for identifying whether the game state is a non-time limit game state or a time limit game state is loaded, and it is confirmed whether the current game state is a non-time limit game state or a time limit game state. Then, when the game state is a time limit game state, the counter value of the time limit count cut counter is updated to a value obtained by subtracting "1" from the current counter value. Note that if the counter value becomes "0" as a result of updating the time limit count cut counter, the time limit state flag corresponding to the non-time limit game state is set. As a result, in the time limit game state, when the special symbol is determined a predetermined number of times without winning a jackpot, the game state will shift to the non-time limit game state.

[0370] (Step S631) The main CPU 300a performs variable state update processing for updating the variable state. This variable state update processing will be described later with reference to FIG. 36.

[0371] (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.

[0372] (Step S630-13) The main CPU 300a sets a count command for transmitting the high probability count and the time limit count updated in step S630-7 above to the sub-control board 330 in the transmission buffer.

[0373] (Step S630-15) The main CPU 300a determines whether the result of the big combination lottery is a minor win. As a result, if it is determined that it is a minor win, the process proceeds to step S630-21, and if it is determined that it is not a minor win, the process proceeds to step S630-17.

[0374] (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 the hold of 1 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 will be performed.

[0375] (Step S630-19) The main CPU 300a resets (sets) the game state to the low-probability game state and the non-time-saving game state, which are the initial states.

[0376] (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.

[0377] (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 (counter value corresponding to the type of the special symbol = 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 accessory game that will start 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 accessory game, a process of resetting (updating to "0") the counter value of this special electric accessory continuous operation times counter is also executed.

[0378] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 above and saves a predetermined opening time as the timer value in the special game timer.

[0379] (Step S630-27) The main CPU 300a sets an opening designation command for transmitting the start of a major winning game or a minor 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 S630-25 is set in the transmission buffer.

[0380] (Step S630-29) When the result of the major winning lottery confirmed in step S630-3 by the main CPU 300a is a big win, the special game management phase is updated to "03H", and when it is a minor win, the special game management phase is updated to "07H", and the special symbol stop symbol display process is terminated. As a result, a major winning game or a minor winning game is started.

[0381] FIG. 36 is a flowchart for explaining the variation state update process in the main control board 300 according to a kind of reference example.

[0382] (Step S631-1) The main CPU 300a determines whether the variation pattern selection state flag is 01H or more. As a result, if it is determined that the variation pattern selection state flag is 01H or more, the process proceeds to step S631-3, and if it is determined that the variation pattern selection state flag is not 01H or more, the process proceeds to step S631-9.

[0383] (Step S631-3) The main CPU 300a determines whether the number of variations has reached the specified number. As a result, if it is determined that the number of variations has reached the specified number, the process proceeds to step S631-5, and if it is determined that the number of variations has not reached the specified number, the process proceeds to step S631-9.

[0384] (Step S631-5) The main CPU 300a resets (to 0) the counter value (number of variations) of the variation count counter.

[0385] (Step S631-7) The main CPU 300a updates the variable pattern selection status flag to 00H.

[0386] (Step S631-9) The main CPU 300a loads the variable pattern selection status flag, sets the variable state designation command corresponding to the loaded variable pattern selection status flag, and ends the variable state update process.

[0387] FIG. 37 is a flowchart for explaining the pre-opening process of the big winning opening in the main control board 300 according to a kind of reference example. This pre-opening process of the big winning opening is executed when the special game management phase is "03H" or "07H".

[0388] (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.

[0389] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation times counter to the value obtained by adding "1" to the current counter value.

[0390] (Step S640-5) The main CPU 300a sets the big winning opening release designation command for transmitting the start of the release of the first big winning opening 126 and the second big winning opening 128 (start of the round game) to the sub-control board 330 in the transmission buffer.

[0391] (Step S641) The main CPU 300a executes the big winning opening opening / closing switching process. This big winning opening opening / closing switching process will be described later.

[0392] (Step S640-7) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H"), and ends the big winning opening preprocessing.

[0393] FIG. 38 is a flowchart for explaining the big winning opening switching process in the main control board 300 according to a kind of reference example.

[0394] (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 switching process is ended, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641-3.

[0395] (Step S641-3) The main CPU 300a refers to the data in the special electric accessory operation ram set table, and extracts solenoid control data for energization control of the first big winning opening solenoid 126c 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 based on the counter value of the special electric accessory opening / closing switching counter.

[0396] (Step S641-5) Based on the solenoid control data extracted in the above step S641-3, the main CPU 300a starts the energization of the first large winning port solenoid 126c or the second large winning port solenoid 128c, or executes the 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 the above steps S400-31 and S400-33, the energization start or energization stop of the first large winning port solenoid 126c or the second large winning port solenoid 128c is controlled.

[0397] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in the above step S641-3 to the special game timer. Here, the timer value saved to the special game timer is the maximum opening time of the first large winning port 126 and the second large winning port 128 for one time.

[0398] (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 the above step S641-5. As a result, if it is determined that it is in the energization start state, the process proceeds to step S641-11, and if it is determined that it is not in the energization start state, the large winning port opening / closing switching process ends.

[0399] (Step S641-11) The main CPU 300a updates the counter value of the special electric accessory opening / closing switching times counter to the value obtained by adding "1" to the current counter value, and ends the large winning port opening / closing switching process.

[0400] FIG. 39 is a flowchart for explaining the big winning opening control process in the main control board 300 according to a reference example. This big winning opening control process is executed when the special game management phase is "04H" or "08H".

[0401] (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 proceeds to step S650-5, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S650-3.

[0402] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching times counter is the upper limit value of the special electric accessory opening / closing switching times. As a result, if it is determined that the counter value is the upper limit value, the process proceeds to step S650-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641.

[0403] (Step S641) In step S650-3 above, if it is determined that the counter value of the special electric accessory opening / closing switching times 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.

[0404] (Step S650-5) The main CPU 300a determines whether the counter value of the big winning opening winning ball number 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 have not entered the first big winning opening 126 or the second big winning opening 128. As a result, if it is determined that the specified number has not been reached, the big winning opening control process ends, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.

[0405] (Step S650-7) The main CPU 300a executes a big winning opening closing process necessary to stop energization of the first big winning opening solenoid 126c and the second big winning opening solenoid 128c to close the first big winning opening 126 and the second big winning opening 128. As a result, the first big winning opening 126 and the second big winning opening 128 are in a closed state.

[0406] (Step S650-9) The main CPU 300a saves the big winning opening closing effective time (interval time) to the special game timer.

[0407] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value (“05H” or “09H”).

[0408] (Step S650-13) The main CPU 300a sets a big winning opening closing designation command indicating that the first big winning opening 126 and the second big winning opening 128 are closed in the transmission buffer, and ends the big winning opening release control process.

[0409] FIG. 40 is a flowchart for explaining a big winning opening closing effective process in the main control board 300 according to a kind of reference example. This big winning opening closing effective process is executed when the special game management phase is “05H” or “09H”.

[0410] (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, when it is determined that the timer value of the special game timer is not “0”, the big winning opening closing effective process ends, and when it is determined that the timer value of the special game timer is “0”, the process proceeds to step S660-3.

[0411] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric accessory continuous operation counter matches the counter value of the special electric accessory maximum operation counter, that is, whether the round games of the preset number of times have ended. As a result, if it is determined that the counter value of the special electric accessory continuous operation counter matches the counter value of the special electric accessory maximum operation counter, the process proceeds to step S660-9, and if it is determined that they do not match, the process proceeds to step S660-5.

[0412] (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 round games of the small win game is "1", it is always determined as YES in step S660-3 above, and the process does not transfer to this step.

[0413] (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. Thereby, the next round game will be started.

[0414] (Step S660-9) The main CPU 300a executes an ending time setting process of saving the ending time to the special game timer.

[0415] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").

[0416] (Step S660-13) The main CPU 300a sets an ending designation command indicating the start of the ending to the transmission buffer and ends the big winning port closing valid process.

[0417] Figure 41 is a flowchart for explaining the jackpot end weight process in the main control board 300 according to a reference example. This jackpot end weight process is executed when the special game management phase is "06H" or "0AH".

[0418] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 is not "0". As a result, if it is determined that the timer value of the special game timer is not "0", the jackpot end weight process is terminated, and if it is determined that the timer value of the special game timer is "0", the process proceeds to step S670-3.

[0419] (Step S670-3) The main CPU 300a executes a state setting process for setting the game state after the big winning game ends. Here, based on the jackpot symbol that triggered the big winning game, the game state after the big winning game ends is set. Specifically, when the jackpot symbol that triggered the big winning game is special symbol B or C, it is set to the high probability game state and the time-saving game state, and the high probability count and the time-saving count are set to 10,000 times. Also, when the jackpot symbol that triggered the big winning game is special symbol A, it is set to the low probability game state and the time-saving game state, and the time-saving count is set to 100 times.

[0420] Also, here, based on the jackpot symbol that triggered the big winning game or the small winning symbol that triggered the small winning game, a process of setting the variation pattern selection state flag and the variation count is also performed to set the variation state after the big winning game or the small winning game ends.

[0421] (Step S670-5) The main CPU 300a sets a game state change specification command for transmitting the game state set after the big winning game ends to the transmission buffer.

[0422] (Step S670-7) The main CPU 300a sets in the transmission buffer a count designation command corresponding to the high-accuracy count and the time-saving count saved in step S670-3 above.

[0423] (Step S670-9) The main CPU 300a sets in the transmission buffer a variation state designation command for transmitting the variation state set after the end of the big role game or the small win game.

[0424] (Step S670-11) 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.

[0425] FIG. 42 is a diagram for explaining a normal game management phase according to a kind of reference example. As already described, in the kind of reference example, the processes related to the normal game triggered by the passage of the game ball through gate 124 (the entry of the game ball into the normal operation port 125) are executed step by step and repeatedly. However, in the main control board 300, each process related to such a normal game is managed by the normal game management phase.

[0426] As shown in FIG. 42, the main ROM 300b stores a plurality of normal game control modules for executing and controlling normal games, 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 "normal symbol variation waiting process" is called; when the normal game management phase is "01H", a module for executing "normal symbol variation in process" is called; when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display process" is called; when the normal game management phase is "03H", a module for executing "pre-opening process of normal electric accessory winning opening" is called; when the normal game management phase is "04H", a module for executing "control process for opening normal electric accessory winning opening" is called; when the normal game management phase is "05H", a module for executing "effective process for closing normal electric accessory winning opening" is called; and when the normal game management phase is "06H", a module for executing "ending wait process for normal electric accessory winning opening" is called.

[0427] FIG. 43 is a flowchart for explaining the normal game management process (step S700) in the main control board 300 according to a kind of reference example.

[0428] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0429] (Step S700-3) The main CPU 300a selects a normal game control module corresponding to the normal game management phase loaded in step S700-1 above.

[0430] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above and starts the process.

[0431] (Step S700-7) The main CPU 300a loads a normal game timer for managing the control time of normal games.

[0432] FIG. 44 is a flowchart for explaining the normal symbol variation waiting process in the main control board 300 according to a kind of reference example. This normal symbol variation waiting process is executed when the normal game management phase is "00H".

[0433] (Step S710-1) The main CPU 300a loads the counter value of the normal symbol hold ball number counter and determines whether the counter value is "0", that is, whether the normal symbol hold is "0". As a result, if it is determined that the counter value is "0", the normal symbol variation waiting process is terminated, and if it is determined that the counter value is not "0", the process proceeds to step S710-3.

[0434] (Step S710-3) The main CPU 300a block-transfers the normal symbol holds (winning determination random numbers) stored in the first to fourth storage units of the normal symbol hold storage area to the storage unit with a smaller ordinal number. Specifically, the normal symbol holds stored in the second to fourth storage units are transferred to the first to third storage units. In addition, a processing target 0th storage unit is provided in the main RAM 300c, and the normal symbol hold stored in the first storage unit is transferred to the 0th storage unit. In this normal symbol storage area shift process, the counter value of the normal symbol hold ball number counter is decremented by "1", and a normal symbol hold decrement specified command indicating that the normal symbol hold has been decremented by "1" is set in the transmission buffer.

[0435] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th storage unit, selects a winning determination random number determination table corresponding to the current game state, performs a normal symbol lottery, and executes a normal symbol winning determination process for storing the lottery result.

[0436] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the general drawing lottery in step S710-5 above. In one kind of reference example, the normal symbol display 168 is composed of one LED lamp. When it is a winning combination, the normal symbol display 168 is turned on, and when it is a losing combination, 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 a winning combination, "0" is determined as the normal symbol stop symbol number, and when it is a losing combination, "1" is determined as the normal symbol stop symbol number.

[0437] (Step S710-9) The main CPU 300a checks the current gaming state and selects and sets the corresponding normal symbol variation time data table.

[0438] (Step S710-11) 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, the main CPU 300a determines the normal symbol variation time.

[0439] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 in the normal game timer.

[0440] (Step S710-15) In order to start the variation display of the normal symbol on the normal symbol display 168, the main CPU 300a executes a process of setting the normal symbol display symbol counter. When, for example, "0" is set as the counter value in this normal symbol display symbol counter, the normal symbol display 168 is controlled to light up, and when "1" is set as the counter value, the normal symbol display 168 is controlled to turn off. Here, a predetermined counter value is set in the normal symbol display symbol counter at the start of the variation display of the normal symbol.

[0441] (Step S710-17) The main CPU 300a sets a general drawing reservation command indicating the general drawing reservation number stored in the general drawing reservation memory area in the transmission buffer.

[0442] (Step S710-19) The main CPU 300a sets a general drawing designation command in the transmission buffer based on the general drawing stop symbol number determined in step S710-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the winning determination process for each general drawing.

[0443] (Step S710-21) The main CPU 300a updates the general game management phase to "01H" and ends the general drawing variation waiting process.

[0444] FIG. 45 is a flowchart for explaining the process during general drawing variation in the main control board 300 according to a kind of reference example. This process during general drawing variation is executed when the general game management phase is "01H".

[0445] (Step S720-1) The main CPU 300a determines whether the timer value of the general 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.

[0446] (Step S720-3) The main CPU 300a updates the general drawing display timer that measures the lighting time and extinguishing time of the general drawing display 168. Specifically, if the timer value of the general drawing 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.

[0447] (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.

[0448] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display symbol counter. Here, if the counter value of the normal symbol display symbol counter is the counter value indicating the extinguishing of the normal symbol display 168, it is updated to the counter value indicating lighting, and if the counter value of the normal symbol display symbol counter is the counter value indicating 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 will repeatedly light and extinguish (blink) at predetermined intervals over the normal symbol variation time.

[0449] (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 will finally be controlled to light or extinguish, and the result of the general symbol lottery will be notified.

[0450] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time for stopping the display of the normal symbol, in the normal game timer.

[0451] (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.

[0452] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the current normal symbol variation process.

[0453] Figure 46 is a flowchart for explaining the normal symbol stop symbol display process in the main control board 300 according to a reference example. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0454] (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 is terminated, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S730-3.

[0455] (Step S730-3) The main CPU 300a checks the result of the normal symbol lottery.

[0456] (Step S730-5) The main CPU 300a determines whether the result of the normal symbol lottery is a winning result. As a result, if it is determined that it is a winning result, the process proceeds to step S730-9, and if it is determined that it is not a winning result (a losing result), the process proceeds to step S730-7.

[0457] (Step S730-7) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal symbol stop symbol display process. As a result, the normal game management process based on one normal symbol hold is terminated, and if a normal symbol hold is stored, the process for starting the variable display of the normal symbol based on the next hold is performed.

[0458] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the time before general power release as the timer value in the normal game timer.

[0459] (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 will be started.

[0460] Figure 47 is a flowchart for explaining the pre-opening process of the normal electric accessory winning port on the main control board 300 according to a kind of reference example. This pre-opening process of the normal electric accessory winning port is executed when the normal game management phase is "03H".

[0461] (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 pre-opening process of the normal electric accessory winning port is ended, and if it is determined that the timer value of the normal game timer is "0", the process moves to step S741.

[0462] (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.

[0463] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the pre-opening process of the normal electric accessory winning port.

[0464] Figure 48 is a flowchart for explaining the opening / closing switching process of the normal electric accessory winning port on the main control board 300 according to a kind of reference example.

[0465] (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 times the movable piece 122b opens and closes during one opening / closing control). As a result, if it is determined that the counter value is the upper limit value, the opening / closing switching process of the normal electric accessory winning port is ended, and if it is determined that the counter value is not the upper limit value, the process moves to step S741-3.

[0466] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table, and based on the counter value of the normal electric accessory opening / closing switching counter, extracts solenoid control data (energization control data or energization stop control data) for controlling the energization of the normal electric accessory solenoid 122c, and timer data that is the energization time (solenoid energization time) or energization stop time (normal power closing effective time = rest time) of the normal electric accessory solenoid 122c.

[0467] (Step S741-5) The main CPU 300a executes a normal electric accessory solenoid energization control process for starting or stopping the energization of the normal electric accessory solenoid 122c based on the solenoid control data extracted in the above step S741-3. By executing this normal electric accessory solenoid energization control process, in the above steps S400-31 and S400-33, the control of starting or stopping the energization of the normal electric accessory solenoid 122c will be performed.

[0468] (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.

[0469] (Step S741-9) The main CPU 300a determines whether it is in the energization start state of the normal electric accessory solenoid 122c, that is, whether the control process for 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 in the energization start state, the process proceeds to step S741-11, and if it is determined that it is not in the energization start state, the normal electric accessory winning port opening / closing switching process ends.

[0470] (Step S741-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching counter to a value obtained by adding "1" to the current counter value.

[0471] FIG. 49 is a flowchart for explaining the normal electric accessory winning opening control process in the main control board 300 according to a kind of reference example. This normal electric accessory winning opening control process is executed when the normal game management phase is "04H".

[0472] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is not "0". As a result, if it is determined that the timer value of the normal game timer is not "0", the process proceeds to step S750-5, and if it is determined that the timer value of the normal game timer is "0", the process proceeds to step S750-3.

[0473] (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.

[0474] (Step S741) In step S750-3 above, when 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.

[0475] (Step S750-5) The main CPU 300a determines whether the counter value of the general electric accessory winning ball count that was updated in step S530-9 has reached a 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 general electric accessory winning port opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.

[0476] (Step S750-7) The main CPU 300a executes the general electric accessory closing process necessary to stop the energization of the general electric accessory solenoid 122c and close the second starting port 122. As a result, the second starting port 122 becomes a closed state.

[0477] (Step S750-9) The main CPU 300a saves the general game effective state time to the general game timer.

[0478] (Step S750-11) The main CPU 300a updates the general game management phase to "05H" and terminates the general electric accessory winning port opening control process.

[0479] FIG. 50 is a flowchart for explaining the general electric accessory winning port closing effective process in the main control board 300 according to a certain reference example. This general electric accessory winning port closing effective process is executed when the general game management phase is "05H".

[0480] (Step S760-1) The main CPU 300a determines whether the timer value of the general game timer saved in step S750-9 is not "0". As a result, if it is determined that the timer value of the general game timer is not "0", the general electric accessory winning port closing effective process is terminated, and if it is determined that the timer value of the general game timer is "0", the process proceeds to step S760-3.

[0481] (Step S760-3) The main CPU 300a saves the ordinary power-off wait time in the ordinary game timer.

[0482] (Step S760-5) The main CPU 300a updates the ordinary game management phase to "06H" and ends the processing for closing the winning opening of the ordinary electric accessory.

[0483] FIG. 51 is a flowchart for explaining the end wait process of the winning opening of the ordinary electric accessory in the main control board 300 according to a kind of reference example. This end wait process of the winning opening of the ordinary electric accessory is executed when the ordinary game management phase is "06H".

[0484] (Step S770-1) The main CPU 300a determines whether the timer value of the ordinary game timer saved in step S760-3 is not "0". As a result, if it is determined that the timer value of the ordinary game timer is not "0", the end wait process of the winning opening of the ordinary electric accessory is ended, and if it is determined that the timer value of the ordinary game timer is "0", the process moves to step S770-3.

[0485] (Step S770-3) The main CPU 300a updates the ordinary game management phase to "00H" and ends the end wait process of the winning opening of the ordinary electric accessory. As a result, when a general drawing hold is stored, the variable display of the general symbol is restarted.

[0486] As described above, various processes are executed in the main control board 300, so that special games and ordinary games proceed. During the progress of such games, control for executing various effects is performed in the sub-control board 330 based on commands transmitted from the main control board 300. An effect reference example is shown below.

[0487] <Effect Reference Example> FIG. 52 is a diagram for explaining an example of a variation effect of a reachless variation pattern according to an effect reference example. As described above, when the major role lottery is performed on the main control board 300, during the variation display of the special symbol, that is, during the variation time of the special symbol, a variation effect for notifying the result of the major role lottery is executed. In this variation 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. Note that during the variation 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 turn on, and the effect accessory device 202 is controlled to move, but detailed explanations are omitted here.

[0488] The variation effects according to the effect reference example are roughly classified into a reachless variation pattern and a reach variation pattern. In the variation effect of the reachless variation pattern, a background image (not shown) is displayed on the main effect display unit 200a, and the effect symbols 210a, 210b, and 210c are variably displayed superimposed on this background image. For example, as shown in FIG. 52(a), assume that the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination indicating that the result of the major role lottery is a loss. In this state, when a new variation display of the special symbol is performed, along with the start of the variation display of the special symbol, as shown in FIG. 52(b), the three effect symbols 210a, 210b, and 210c start a variation display (scroll display). Note that the downward white arrows in the figure indicate that the effect symbols 210a, 210b, and 210c are being scrolled and displayed in the height direction.

[0489] Then, as shown in FIG. 52(c), first, the effect symbol 210a stops being displayed, and then, as shown in FIG. 52(d), a different effect symbol 210c from the effect symbol 210a stops being displayed. Then, when the variable display of the special symbol ends and the special symbol stops being displayed on the first special symbol display 160 or the second special symbol display 162, at almost the same timing, as shown in FIG. 52(e), the effect symbol 210b stops being displayed, and the result of the big role lottery is notified to the player according to the final stop display states of the three effect symbols 210a, 210b, and 210c at this time.

[0490] FIG. 53 is a diagram for explaining an example of the variable effect of the normal reach variable pattern according to the effect reference example. In the effect reference example, the reach variable pattern is roughly classified into a normal reach variable pattern, an advanced reach variable pattern, and a pseudo - continuous reach variable pattern. The variable effect of the normal reach variable pattern, similar to the variable effect of the reach - less variable pattern, starts the variable display of the effect symbols 210a, 210b, and 210c along with the start of the variable display of the special symbol. As shown in FIG. 53(a), the effect symbol 210a stops being displayed first. Then, as shown in FIG. 53(b), the same effect symbol 210c as the effect symbol 210a stops being displayed.

[0491] In this way, when the main effect display unit 200a is displayed in a reach mode where the same effect symbols 210a and 210c stop being displayed, as shown in FIG. 53(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 number from "1" to "9" marked on them stop being displayed. Then, as shown in FIG. 53(d), the shapes of the effect symbols 210a and 210c are variably displayed differently from before the reach mode. And finally, as shown in FIG. 53(e), an effect symbol 210b different from the effect symbols 210a and 210c stops being displayed, and the player is notified that the result of the big role lottery is a miss.

[0492] FIG. 54 is a diagram for explaining an example of a variation effect of the development reach variation pattern at the time of a loss according to the effect reference example, and FIG. 55 is a diagram for explaining an example of a variation effect of the development reach variation pattern at the time of a big win according to the effect reference example. As shown in FIGS. 54(a) to (d) and FIGS. 55(a) to (d), the variation effect of the development reach variation pattern is the same as the variation effect of the normal reach variation pattern. In the main effect display unit 200a, the effect symbols 210a and 210c are displayed in the reach mode, and then, a reach development effect in which a predetermined development image (video) is reproduced and displayed is executed. In this reach development effect, for example, as shown in FIGS. 54(e) and 55(e), a mission is displayed on the main effect display unit 200a, and as shown in FIGS. 54(f), (g) and FIGS. 55(f), (g), images for achieving the mission are displayed.

[0493] Here, the development images for the reach development effect are roughly classified into a loss pattern and a big win pattern. In the development image of the loss pattern, as shown in FIG. 54(h), an image indicating the failure of the mission is finally displayed, and then, as shown in FIG. 54(i), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a loss. On the other hand, in the development image of the big win pattern, as shown in FIG. 55(h), an image indicating the success of the mission is finally displayed, and then, as shown in FIG. 55(i), the effect symbols 210a, 210b, and 210c are stopped and displayed in a combination that notifies a big win.

[0494] Note that the reach development effect includes, for example, as described above, a mission effect in which a development image of the content challenging the mission is displayed, and a battle effect in which a development image of an ally character and an enemy character fighting against each other is displayed. The mission effect is provided with a plurality of execution patterns that differ in the content of the mission, and the battle effect is provided with a plurality of execution patterns that differ in the characters appearing and the battle method. Also, as described above, the execution patterns of the mission effect 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 effect are roughly classified into a jackpot pattern in which the ally character wins against the enemy character and a losing pattern in which the ally character loses against the enemy character.

[0495] The jackpot pattern and the losing pattern are composed of the same content until the end of the effect, and differ in whether the ally character finally wins or loses, or whether the mission is achieved or not. Therefore, during the reach development effect, the player cannot identify the result of the major role lottery until the end of the variable effect, and the player will be given an expectation of a jackpot.

[0496] Note that the jackpot pattern is selected only when the result of the major role lottery is a jackpot, and the losing pattern is selected only when the result of the major role lottery is a loss. However, in one variable effect, the reach development effect may be executed twice. In this case, the first reach development effect is executed in the losing pattern, and the second reach development effect is executed in the losing pattern or the jackpot pattern. The flow of the effect when the reach development effect is executed twice in one variable effect will be described below.

[0497] FIG. 56 is a diagram for explaining an example of a variation effect when the reach development effect according to the effect reference example is executed twice. For example, after the effect symbols 210a and 210c are displayed in the reach mode, as shown in FIGS. 56(a) and 56(b), it is assumed that the mission effect is executed. So far, there is no difference from the case where the reach development effect is executed only once in one variation effect. However, immediately after it is notified that the mission could not be achieved, as shown in FIG. 56(c), "REACH UP" is displayed on the main effect display unit 200a.

[0498] Thereafter, as shown in FIG. 56(d), a development image for the battle effect is displayed on the main effect display unit 200a, and the second reach development effect is started. This development image for the battle effect shows the content of the friendly character and the enemy character fighting. When a big win is selected, as shown in FIG. 56(e), finally the friendly character wins against the enemy character, and as shown in FIG. 56(f), the effect symbols 210a, 210b, and 210c stop being displayed in a combination that notifies a big win. On the other hand, when losing, as shown in FIG. 56(g), finally the friendly character loses to the enemy character, and as shown in FIG. 56(h), the effect symbols 210a, 210b, and 210c stop being displayed in a combination that notifies a loss.

[0499] FIG. 57 is a diagram for explaining an example of a variation effect of a pseudo - continuous reach variation pattern according to the effect reference example. In the variation effect of the pseudo - continuous reach variation pattern, as shown in FIG. 57(a), when the variation display of the effect symbols 210a, 210b, and 210c starts, as shown in FIG. 57(b), the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in any one of a plurality of preset pseudo - modes. This pseudo - mode is, for example, a mode in which the same effect symbols 210a and 210b and the effect symbol 210c with a number "2" larger than these effect symbols 210a and 210b are temporarily stopped and displayed.

[0500] When the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed in a pseudo mode, as shown in FIG. 57(c), the variable display of the effect symbols 210a, 210b, and 210c resumes. That is to say, the pseudo mode can be said to indicate the re-variable display of the effect symbols 210a, 210b, and 210c. After that, as shown in FIG. 57(d), the effect symbols 210a, 210b, and 210c are temporarily stopped and displayed again in the pseudo mode.

[0501] Then, as shown in FIG. 57(e), when the variable display of the effect symbols 210a, 210b, and 210c resumes, as shown in FIG. 57(f), the effect symbols 210a and 210c are displayed in a reach mode. Thereafter, as shown in FIGS. 57(g) to (i), a reach development effect similar to the development reach variable pattern is executed, and the result of the big role lottery is notified to the player.

[0502] In this way, in the variable effect of the pseudo continuous reach variable pattern, the content until the effect symbols 210a and 210c become the reach mode is different from the variable effect of the development reach variable pattern. After becoming the reach mode, the variable effect proceeds in the same manner as the development reach variable pattern.

[0503] In the pseudo continuous reach variable pattern, a plurality of variable display patterns of the effect symbols 210a, 210b, and 210c are provided until they become the reach mode. For each variable display pattern, the number of times of the temporary stop display of the effect symbols 210a, 210b, and 210c, in other words, the number of times of the variable display of the effect symbols 210a, 210b, and 210c is different. This variable display pattern is determined by a variable mode command, and the selection ratio of the variable mode command at the time of a big win and a loss is set so that the possibility of finally notifying a big win (hereinafter referred to as "reliability") increases as the number of times of the temporary stop display (variable display) of the effect symbols 210a, 210b, and 210c increases.

[0504] Specifically, when the result of the major role lottery is a big win, the selection ratio of variable display mode commands with a large number of variable display times is set higher than the selection ratio of variable display mode commands with a small number of variable display times. When the result of the major role lottery is a loss, the selection ratio of variable display mode commands with a small number of variable display times is set higher than the selection ratio of variable display mode commands with a large number of variable display times.

[0505] 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 development reach variation pattern. Therefore, the reliability is suggested by the number of temporary stop displays (variable displays) of the effect symbols 210a, 210b, and 210c. The player will watch the course of the effect while expecting that the effect symbols 210a, 210b, and 210c will have more temporary stop displays (variable displays).

[0506] The execution pattern of the above - mentioned variable effect is determined, executed, and controlled in the sub - control board 330 based on the variable command determined by the main control board 300. That is to say, it can be said that the execution pattern of the variable effect is determined through the cooperation of the main control board 300 and the sub - control board 330.

[0507] FIG. 58 is a diagram for explaining a variation performance determination table according to a performance reference example. FIG. 58(a) shows a first-half variation performance determination table, and FIG. 58(b) shows a second-half variation performance 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, a variation command is determined, and each determined command is transmitted to the sub-control board 330. In the sub-control board 330, when receiving a variation mode command, a performance random number of 1 is obtained from the range of 0 to 249, and with reference to the first-half variation performance determination table, based on the obtained performance random number and the received variation mode command, the execution pattern of the first-half variation performance is determined. Also, when receiving a variation pattern command, a performance random number of 1 is obtained from the range of 0 to 249, and with reference to the second-half variation performance determination table, based on the obtained performance random number and the received variation pattern command, the execution pattern of the second-half variation performance is determined. Note that in FIG. 58, only a part of the first-half variation performance determination table and the second-half variation performance determination table is extracted and shown.

[0508] As shown in FIG. 58, according to the first-half variation performance determination table, for each variation mode number (variation mode command), the selection ratio for the execution pattern of the first-half variation performance is set respectively. According to the second-half variation performance determination table, for each variation pattern number (variation pattern command), the selection ratio for the execution pattern of the second-half variation performance is set respectively. And by combining and executing the determined execution patterns of the first-half and second-half variation performances, one variation performance is executed.

[0509] For the variation effect of the reachless variation pattern, as the first-half execution pattern, "none", which indicates not executing the first-half variation effect, is determined. As the second-half execution pattern, it is executed when "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" corresponding to the reachless variation pattern is determined. For example, when receiving a variation mode command corresponding to a variation mode number of "01H" indicating that the first-half variation effect is not executed, in the sub-control board 330, "none" is always determined as the first-half execution pattern. At this time, in the second-half variation effect determination table, the selection ratio is set so that only one of "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" is determined in the variation pattern commands that can be received simultaneously. Therefore, by determining "none" as the first-half execution pattern and "Normal Loss 1", "Normal Loss 2", "Special Loss 1", or "Special Loss 2" as the second-half execution pattern, the execution pattern of the variation effect is determined as the above reachless variation pattern.

[0510] On the other hand, for the variation effect of the reach variation pattern, when something other than "none" is determined as the first-half execution pattern and any reach development effect (shown as Developments 1 to 5 in the figure) is determined as the second-half execution pattern, it is executed. In other words, when the variation effect of the reach variation pattern is executed 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 one of Developments 1 to 5 is determined must be received.

[0511] Here, in Fig. 58(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 enter the reach mode, or more specifically, until the reach development production starts, among the variable productions of the normal reach variable pattern. 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. 53(a) to (d) will be displayed on the main production display unit 200a.

[0512] Also, in Fig. 58(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, among the variable productions 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 variable display times of the production symbols 210a, 210b, 210c are 2 times, indicating that the main variable production image is in display pattern a. Also, "Pseudo 3b" is a pseudo continuous reach variable pattern of "Pseudo 3" in which the variable display times of the production symbols 210a, 210b, 210c are 3 times, indicating that the main variable production image is in display pattern b.

[0513] In the first-half variation effect determination table and the second-half variation effect determination table shown in FIG. 58, 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 differently for a miss and a jackpot, the pseudo-continuous reach variation pattern is set to have a higher reliability than the progressive reach variation pattern.

[0514] 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, so that the higher the number of pseudo-times, the higher the reliability is set.

[0515] As described above, the rough 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 possibility 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, 210c in the main effect display unit 200a as described above, the development 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.

[0516] This preview effect is an effect in which, at the start of a variable effect, when re-variable display of effect symbols 210a, 210b, and 210c in a variable effect of a pseudo-continuous reach variable pattern, or further, during a reach development effect or the like, a predetermined image is displayed on the main effect display unit 200a or the effect accessory 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, a selection ratio is set for each variable pattern command and variable mode command, in other words, for each winning or non-winning of a big hit. An expected value is set for each execution pattern according to this selection ratio.

[0517] 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. However, in the embodiment, an effect that spans multiple variable displays of the special symbol is also executed.

[0518] FIG. 59 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. 52 to 57, 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. Then, during the variable effect, a hold display effect is performed in the 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) at the time of a 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.

[0519] For example, when the special symbol is in variable display and there are four special hold 1s stored in the main RAM 300c, as shown in Fig. 59(a), a total of five hold displays 212, namely the hold display 212a, the first hold display 212b to the fourth hold display 212e, are displayed in the hold display area 211. Then, from this state, when the variable display of the special symbol ends, the special hold 1 stored in the first storage unit is read out to the processing area (the zero-th storage unit) and the big role lottery is performed, and when the hold shift process of the main RAM 300c is executed, as shown in Fig. 59(b), the hold display 212a is erased and the first hold display 212b to the fourth hold display 212e are shifted and displayed one position to the left. Further, when the next special hold 1 is read out from this state, as shown in Fig. 59(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 holds 1 stored in the main RAM 300c.

[0520] 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, the acquisition-time effect determination process (step S536) is executed, and a pre-reading designation command indicating the 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.

[0521] FIG. 60(a) is a diagram for explaining the final hold display pattern determination table, and FIG. 60(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 variable mode number and the variable 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 variable mode number and the variable 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 (variable 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.

[0522] According to the final hold display pattern determination table shown in FIG. 60(a), one of eight display patterns of "default (white)", "blinking", "blue", "yellow", "green", "black", "red", and "premium (rainbow)" is determined. Then, 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. 60(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.

[0523] 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.

[0524] 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, the display pattern of the second hold display 212c is determined by referring to the previous hold display pattern determination table again.

[0525] 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., and the display patterns are sequentially determined so as to trace back the display order in the reverse direction. Note that 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.

[0526] 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 the first display on the main effect display unit 200a until it is finally erased, or the display pattern may change during the display period.

[0527] 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 period during which the target variation performance related to the target hold is being performed.

[0528] Next, the processing in the sub-control board 330 for executing the above-described 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.

[0529] (Sub-CPU initialization process of the sub-control board 330) FIG. 61 is a flowchart for explaining the sub-CPU initialization process (S1000) of the sub-control board 330 according to the performance reference example.

[0530] (Step S1000-1) In response to power-on, the sub-CPU 330a reads a CPU initialization processing program from the sub-ROM 330b and performs initialization and setting processes for flags and the like stored in the sub-RAM 330c.

[0531] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each performance random number, and thereafter, repeatedly performs 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.

[0532] (Sub-timer interrupt process of the sub-control board 330) FIG. 62 is a flowchart for explaining the sub-timer interrupt process (S1100) according to an effect 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 cycle (30 times per second). Then, due to the generation of clock pulses by this reset clock pulse generation circuit, the sub-CPU 330a reads a timer interrupt processing program and starts the sub-timer interrupt process.

[0533] (Step S1100-1) The sub-CPU 330a saves the registers.

[0534] (Step S1100-3) The sub-CPU 330a performs processing to enable interrupts.

[0535] (Step S1100-5) The sub-CPU 330a performs update processing of 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.

[0536] (Step S1200) The sub-CPU 330a analyzes the commands stored in the reception buffer of the sub-RAM 330c and performs various processes according to the received commands. In the sub-control board 330, when a command is transmitted from the main control board 300, a command reception interrupt process is performed, and the command transmitted from the main control board 300 is stored in the reception buffer. Here, the commands stored in the reception buffer by the command reception interrupt process will be analyzed.

[0537] (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 by referring to the time table. Here, based on the time data set in the time table, various flags are turned on and off, or commands are sent to each effect device, thereby controlling the execution of each effect including variable effects and major role effects.

[0538] (Step S1100-9) The sub-CPU 330a restores the register and ends the sub-timer interrupt processing.

[0539] Figure 63 is a flowchart for explaining the pre-reading designated command reception processing related to an effect reference example executed when a pre-reading designated command is received in the above command analysis processing. As described above, after being set in FIG. 28 in the main control board 300, the pre-reading designated command is transmitted to the sub-control board 330 by the sub-command transmission processing (see FIG. 18) in step S100-65.

[0540] (Step S1210-1) The sub-CPU 330a first analyzes the received pre-reading designated command.

[0541] (Step S1210-3) Based on the analysis result of the above step S1210-1, the sub-CPU 330a stores the pre-judgment information. Note that in the sub-RAM 330c of the sub-control board 330, a first pre-judgment information storage unit corresponding to the first reserved storage area of the main control board 300 and a second pre-judgment information storage unit corresponding to the second reserved storage area are provided. The first pre-judgment 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-judgment information storage units respectively correspond to the first storage unit to the fourth storage unit of the first reserved storage area. Similarly, the second pre-judgment 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-judgment information storage units respectively correspond to the first storage unit to the fourth storage unit of the second reserved storage area. Here, among the first storage unit to the fourth storage unit of the first reserved storage area or the second reserved storage area of the main control board 300, the pre-judgment information is stored in the storage unit corresponding to the storage unit in which a new reservation is stored.

[0542] (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. 60(a)) is referred to, and the final display pattern of the reserved display 212a is determined and stored.

[0543] (Step S1210-7) Based on the storage unit in which the reservation is stored, 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. For the derived number of times, the previous reserved display pattern determination table (Fig. 60(b)) is referred to 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.

[0544] (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.

[0545] FIG. 64 is a flowchart for explaining a variable command reception process that is 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 S612-21 and S612-25 of FIG. 33 in the main control board 300, it is transmitted to the sub-control board 330 by the sub-command transmission process (see FIG. 18) in step S100-65.

[0546] (Step S1220-1) When the sub-CPU 330a receives a variable command, it first analyzes and stores the received variable pattern command.

[0547] (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.

[0548] (Step S1220-5) The sub-CPU 330a analyzes and stores the received variable mode command.

[0549] (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.

[0550] (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.

[0551] (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.

[0552] (Step S1220-13) The sub-CPU 330a performs a reservation display shift process for moving 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.

[0553] (Step S1220-15) The sub-CPU 330a sets the time data of the time table based on the determinations in the above steps and ends the variable command reception process. 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.

[0554] <Example> Next, embodiments of the present invention will be described. In the following, the points of change from the above reference example will be described. In the embodiments described below, unless otherwise specified, they are the same as the above reference example, and for the same configurations and processes as the above reference example, the same reference numerals are given, and detailed descriptions thereof are omitted. Therefore, in the embodiments, all configurations other than the points of change described below are provided among the configurations described in the above reference example.

[0555] FIG. 65 is a diagram for explaining an overview of a winning presentation according to an embodiment. In the embodiment, in the variable presentation, the winning presentation is executed with a predetermined probability. The winning presentation suggests the execution pattern of the reach development presentation to be executed later. Since the reach development presentation has a jackpot reliability set for each execution pattern, the winning presentation can also be said to be a presentation that suggests the jackpot reliability.

[0556] The winning presentation may be executed once or multiple times during one variable presentation, or may be executed once or multiple times across multiple variable presentations as a so-called pre-reading presentation. That is, the presentation period during which the winning presentation is executed may be set within one variable presentation, or may be set across multiple variable presentations. Hereinafter, the variable presentation in which the reach development presentation that is the suggestion target of the winning presentation is executed is called the target variable presentation or target variable, and the variable presentation executed a predetermined number of times before the target variable presentation is called the pre-target variable presentation or pre-target variable.

[0557] The winning presentation is a presentation for obtaining the symbols displayed on the main presentation display unit 200a, and suggests the execution pattern of the reach development presentation to be executed later based on the number and types of the finally obtained symbols. Specifically, in the winning presentation, on the main presentation display unit 200a, a winning display for notifying the acquisition of symbols is made. A plurality of types of symbols are provided to be displayed on the main presentation display unit 200a in this winning display, and each symbol is identifiable with a character.

[0558] In the embodiment, various characters appear in each effect such as a variable effect. As shown in FIG. 65(a), each of these characters is classified into either Group A or Group B. Here, seven characters from Character A1 to Character A7 are provided as the characters classified into Group A, and seven characters from Character B1 to Character B7 are provided as the characters classified into Group B.

[0559] And, among the symbols acquired and displayed in the acquisition effect, any one of a total of 14 characters from Character A1 to Character A7 classified into Group A and from Character B1 to Character B7 classified into Group B is noted. Here, the symbols noted with Characters A1 to A7 are respectively called Symbol A1 to A7, and the symbols noted with Characters B1 to B7 are respectively called Symbol B1 to B7. Therefore, Symbols A1 to A7 are symbols classified into Group A (hereinafter referred to as Symbol A), and Characters B1 to B7 are symbols classified into Group B (hereinafter referred to as Symbol B).

[0560] The maximum number of acquired displays of Symbol A and Symbol B during the effect period is set to 5 each. Therefore, a maximum of 10 symbols are acquired and displayed during the effect period. And, as shown in FIG. 65(b), when the number of acquired displays of Symbol A is 5 and the number of acquired displays of Symbol B is 4 or less during the effect period, the execution pattern of the reach development effect executed in the second half of the target variable effect will always be Pattern A.

[0561] Also, when the number of acquired displays of Symbol B is 5 and the number of acquired displays of Symbol A is 4 or less during the effect period, the execution pattern of the reach development effect executed in the second half of the target variable effect will always be Pattern B. Further, when the number of acquired displays of both Symbol A and Symbol B is 5 during the effect period, the execution pattern of the reach development effect executed in the second half of the target variable effect will always be Pattern S.

[0562] Although detailed description is omitted, the winning probability of the reach development effect for Pattern A and Pattern B is, for example, 30%, and the winning probability of the reach development effect for Pattern S is, for example, 70%. Thus, by obtaining five symbols classified into any of the groups, a reach development effect with a high winning probability is executed.

[0563] During the effect period, when the number of acquired displays of Symbol A and Symbol B are both four or less, the reach development effect for Pattern A is executed with a probability of 5%, the reach development effect for Pattern B is executed with a probability of 4%, the reach development effect for Pattern S is executed with a probability of 1%, and the other reach development effects are executed with a probability of 40%. The probability that the reach development effect is not executed and a loss is notified is set to 50%. That is, when the number of acquired displays of Symbol A and Symbol B are both four or less, the probability that the target variation effect is a reachless variation pattern is 50%.

[0564] However, the relationship between the number and type (group) of the acquired displays of the symbols shown in FIG. 65(b) and the execution pattern of the reach development effect is merely an example. For example, when the number of acquired displays of Symbol A and Symbol B are both four or less, the reach development effect may not be executed at all. Further, for example, the reach development effects for Pattern A, Pattern B, and Pattern S may be executed only when either one or both of Symbol A and Symbol B are acquired and displayed five times.

[0565] Furthermore, when the number of acquired displays of either one of Symbol A and Symbol B is five and the number of acquired displays of the other is four or less, the reach development effect for Pattern S may be executed with a predetermined probability. Also, for example, when the number of acquired displays of Symbol A and Symbol B are both five, a reach development effect other than Pattern S may be executed with a predetermined probability. In this case, as a so-called contradictory effect, it may be set so that it is surely a winning or the winning probability is higher than when the reach development effect for Pattern S is executed.

[0566] Next, an example of each effect related to the acquisition effect will be described.

[0567] FIG. 66 is a diagram for explaining an example of the interface materialization effect of the success pattern according to the embodiment, and FIG. 67 is a diagram for explaining an example of the interface materialization effect of the gas pattern according to the embodiment. When the acquisition effect is executed, the interface materialization effect of the success pattern may be executed prior to the acquisition effect. For example, as shown in FIG. 66(a), after the start of the variable effect, when a predetermined time has elapsed, as shown in FIG. 66(b), an IF flickering effect is executed in which the acquisition symbol display interface 220 blinks and is displayed on the main effect display unit 200a.

[0568] The IF flickering effect is executed for a predetermined time, and then, as shown in FIG. 66(c), an IF success effect in which the acquisition symbol display interface 220 is clearly displayed is executed. In the IF success effect, an effect image (not shown) is displayed on the main effect display unit 200a, and a sound effect is output, and the success of the materialization of the acquisition symbol display interface 220 is notified. Thus, the interface materialization effect of the success pattern is configured to include an IF flickering effect and an IF success effect.

[0569] The acquisition symbol display interface 220 includes a center icon 222 marked with "CHANCE" displayed at the upper center of the main effect display unit 200a, five first symbol storage areas 224 arranged on the left side of the center icon 222, and five second symbol storage areas 226 arranged on the right side of the center icon 222.

[0570] Although details will be described later, symbol A is acquired and displayed in the first symbol storage area 224, and symbol B is acquired and displayed in the second symbol storage area 226. That is, the acquisition symbol display interface 220 is an interface image for notifying the number and type of symbols acquired in the acquisition effect. By executing the interface materialization effect prior to the acquisition effect, the player's attention is attracted to the acquisition of the symbols.

[0571] Also, in the embodiment, apart from the interface instantiation effect of the above success pattern, the interface instantiation effect of the fake pattern may also be executed. For example, as shown in FIG. 67(a), after the start of the variable effect, when a predetermined time has elapsed, as shown in FIG. 67(b), on the main effect display unit 200a, an IF flickering effect is executed in which the acquired symbol display interface 220 is displayed flickering.

[0572] So far, there is no difference in the effect between the success pattern and the fake pattern. However, in the interface instantiation effect of the fake pattern, an IF failure effect is executed in which, together with a predetermined sound effect, the acquired symbol display interface 220 is erased from the main effect display unit 200a without being instantiated. After that, as shown in FIG. 67(c), the effect symbols 210a, 210b, 210c are stopped and displayed in a losing mode.

[0573] In this way, by executing the interface instantiation effect of the fake pattern, a sense of anticipation and tension regarding whether the acquired symbol display interface 220 will be instantiated is given to the player even before the acquisition effect is executed.

[0574] And when the interface instantiation effect of the above success pattern is executed, the acquired symbol display interface 220 remains displayed on the main effect display unit 200a until the acquisition effect ends.

[0575] FIG. 68 is a diagram for explaining an example of the acquisition effect according to the embodiment. For example, as shown in FIG. 68(a), during the target pre-variation effect one time before the target variation effect, the interface instantiation effect of the success pattern is executed, and it is assumed that the acquisition symbol display interface 220 is instantiated on the main effect display unit 200a. Then, the effect symbols 210a, 210b, 210c are stopped and displayed in a losing state. When the target pre-variation effect ends, as shown in FIG. 68(b), the target variation effect is started, and the variation display of the effect symbols 210a, 210b, 210c is started. At this time, the acquisition symbol display interface 220 remains displayed.

[0576] Then, as shown in FIG. 68(c), the acquisition effect is executed as the main preview effect. Here, the preview effect is roughly classified into a main preview effect and a sub-preview effect. The main preview effect is an effect executed on the entire screen of the main effect display unit 200a, and a dedicated variation time is provided. That is, the main preview effect is an effect whose execution time is incorporated into the variation time. And various execution patterns are provided for the main preview effect, and some of the execution patterns are the acquisition effect.

[0577] Here, in the acquisition effect as the main preview effect, for example, a preview image divided into a left display area marked with "GET" and a right display area marked with "miss" is displayed on the main effect display unit 200a, and then an introduction effect in which the ratio of the occupied areas of the left display area and the right display area changes is executed. In the introduction effect, finally, as shown in FIG. 68(d), the left display area expands to the entire area of the preview image.

[0578] At this time, a result display in which a symbol image and the characters "GET" are displayed is made on the preview image. At this point, no characters are written on the symbol image, and the player cannot grasp the type of symbol that has been successfully acquired. Then, as shown in FIG. 68(e), following the result display, an acquisition display in which one symbol A is displayed in the first symbol storage area 224 is made, and it is reported that one symbol A has been acquired. Thus, the acquisition effect as the main preview effect includes an introduction effect, a result display, and an acquisition display. By the acquisition display, the player is informed that a symbol has been acquired and the type of the acquired symbol.

[0579] Although detailed description is omitted, the main preview effect includes a fake acquisition effect, which is executed with a predetermined probability. In the fake acquisition effect, similar to the above acquisition effect, an introduction effect and a result display are made. However, in the introduction effect of the fake acquisition effect, finally, the right display area expands to the entire area of the preview image. And in the result display, it is reported that a symbol could not be acquired. Therefore, the fake acquisition effect ends without an acquisition display being made. Thus, by executing the fake acquisition effect, a sense of tension is given to the player.

[0580] As described above, after the acquisition effect as the main preview effect is executed, as shown in FIG. 68(f), an acquisition effect is executed as a sub-preview effect. The sub-preview effect is an effect executed in a part of the main effect display unit 200a, and no dedicated variable time is provided. This sub-preview effect is an effect executed simultaneously with other effects constituting the variable effect such as the main preview effect, and is executed at any preset timing such as at the start of the variable effect or at the reach time. Various execution patterns are provided for the sub-preview effect, and some of the execution patterns are acquisition effects.

[0581] Here, in the acquisition performance as a sub-preview performance, for example, the symbol image is displayed on the main performance display unit 200a small and indistinctly. Then, a swelling performance in which the symbol image gradually enlarges is executed, and finally, as shown in FIG. 68(g), a success performance in which the symbol image is stopped and displayed at a predetermined size is executed. Then, following the success performance, an acquisition display in which one more symbol A is additionally displayed in the first symbol storage area 224 is made. In this way, the acquisition performance as a sub-preview performance includes a swelling performance, a success performance, and an acquisition display, and the player is notified that a symbol has been acquired.

[0582] Also, during the performance period, the acquisition performance as the main preview performance is executed only once, but the acquisition performance as the sub-preview performance may be executed multiple times. For example, as shown in FIG. 68(h), a swelling performance in which two blinking symbol images gradually approach each other from the left and right toward the center is executed. Then, as shown in FIG. 68(i), a success performance in which the two symbol images overlap and are highlighted at the center of the main performance display unit 200a is executed. Then, as shown in FIG. 68(j), following the success performance, an acquisition display in which two symbol Bs are displayed in the second symbol storage area 226 is made.

[0583] In this way, the acquisition performance is configured to include an acquisition display, and in the acquisition display, one or more symbols are stored and displayed in the first symbol storage area 224 or the second symbol storage area 226. Note that the number of symbols acquired and displayed in one acquisition performance may be one or more. For example, ten symbols may be acquired and displayed in one acquisition performance. Therefore, in one acquisition performance, symbol A and symbol B may be acquired and displayed simultaneously.

[0584] Also, here, one execution pattern of the acquisition performance as the main preview performance and two execution patterns of the acquisition performance as the sub-preview performance are exemplified. However, other execution patterns of the acquisition performance are also provided. Furthermore, here, in the acquisition performance, the case where the introduction performance and the result display, or the excitement performance and the success performance are executed before the acquisition display has been described. However, these performances are not essential. In any case, the acquisition performance only needs to have an acquisition display in which symbols A and B are stored and displayed in the first symbol storage area 224 or the second symbol storage area 226, and its specific content is not particularly limited.

[0585] Also, in the above example, the case where the acquisition performance as the sub-preview performance is executed after the acquisition performance as the main preview performance has been described. However, the execution timing of the acquisition performance as the main preview performance and the acquisition performance as the sub-preview performance is not limited to this. For example, in the pre-target variation performance, the acquisition performance as the sub-preview performance may be executed, and then, in the target variation performance, the acquisition performance as the main preview performance may be executed. Also, for example, the acquisition performance as the main preview performance and the acquisition performance as the sub-preview performance may be executed in parallel.

[0586] FIG. 69 is a diagram for explaining an example of the notification performance according to the embodiment. In the embodiment, when five symbols of the same type are acquired and displayed, a notification performance for notifying the execution pattern of the reach development performance executed in the latter half of the target variation performance is executed. For example, as shown in FIG. 69(a), when five symbols A are stored and displayed in the first symbol storage area 224, the center icon 222 is displayed with "A reach" by the notification performance, and it is notified that the reach development performance of the A pattern is executed. This notification performance is executed immediately after the acquisition display of the fifth symbol A is made.

[0587] Similarly, as shown in FIG. 69(b), when five symbols B are stored and displayed in the second symbol storage area 226, an alert effect is performed to display "B Reach" on the center icon 222, and it is reported that a reach development effect of the B pattern is executed. Further, for example, after the alert effect is executed as shown in FIG. 69(b), when the fifth symbol A is stored and displayed, the alert effect is executed as shown in FIG. 69(c). In this case, "B Reach" displayed on the center icon 222 is changed to "S Reach" by the second alert effect.

[0588] Here, it is assumed that the alert effect is executed when five symbols of the same type are acquired, but the alert effect is not essential. Also, in the above example, the interface instantiation effect is executed in the target variation effect, and the case where the acquisition effect is started in a state where the acquired symbol display interface 220 is instantiated has been described. However, the interface instantiation effect is not necessarily executed before the start of the acquisition effect. The acquisition effect may be started in a state where the interface instantiation effect has not been executed.

[0589] FIG. 70 is a diagram for explaining another example of the acquisition effect according to the embodiment. For example, as shown in FIG. 70(a), it is assumed that the target variation effect is started in a state where the acquired symbol display interface 220 is not instantiated. Then, as shown in FIGS. 70(b) and (c), it is assumed that the acquisition effect as the main preview effect is executed, and the introduction effect and the result display are executed. In this case, as shown in FIG. 70(d), the display of the acquired symbol display interface 220 and the acquisition display are executed simultaneously. That is, here, the acquired symbol display interface 220 is displayed in a state where the symbol A is stored and displayed in the first symbol storage area 224.

[0590] As described above, by varying the display timing of the acquisition symbol display interface 220, such as when the acquisition symbol display interface 220 is displayed in advance before the start of the acquisition effect, or when the acquisition symbol display interface 220 is displayed after the start of the acquisition effect, the improvement of the effect can be achieved. Also, as described above, by executing the acquisition effects at various timings, the player's attention can be focused on the effects, and the interest of the game can be improved.

[0591] On the other hand, as described above, there is a possibility of causing a contradiction in the effect when a plurality of acquisition effects are executed simultaneously in parallel, or when an acquisition effect is executed in a state where the acquisition symbol display interface 220 is not displayed. For example, there is a possibility that only the acquisition display of the symbol is executed even though the acquisition symbol display interface 220 is not displayed. Also, for example, when a plurality of acquisition effects are executed simultaneously in parallel, there is a possibility that the same symbol with the same character is acquired and displayed multiple times, or that six or more symbols of the same type are acquired and displayed.

[0592] In order to prevent such a contradiction in the effect from occurring, it is conceivable to incorporate an exclusive process at the design stage. However, when the execution timing of each effect becomes diversified, the design work becomes complicated. Therefore, in the embodiment, the effects are managed and controlled as follows to simplify the design work while preventing a contradiction in the effect from occurring.

[0593] FIG. 71 is a diagram for explaining an example of a timing chart of the effect according to the embodiment. In the embodiment, the execution presence / absence, execution pattern, and execution timing of the acquisition effect are determined at the time of storing the hold. Specifically, when the hold is stored, it is determined whether or not the variable effect based on the hold is to be the target variable effect of the acquisition effect. At this time, when it is determined that it is to be the target variable effect of the acquisition effect, the execution pattern and execution timing of the acquisition effect are determined, and also the total number of symbols finally acquired and displayed is determined for each type (group).

[0594] In each acquisition effect to be executed, it is determined how many symbols of each type (group) are to be acquired and displayed. For example, it is determined that the acquisition effect as the main preview effect is executed once, and the acquisition effect as the sub-preview effect is executed three times, and it is determined that 5 symbols of symbol A and 2 symbols of symbol B are to be acquired. In this case, a distribution process is performed to distribute a total of 7 symbols to each acquisition effect.

[0595] By this distribution process, for example, in the acquisition effect as the main preview effect, 3 symbols of symbol A are acquired and displayed, and in the acquisition effect as the sub-preview effect, in the first acquisition effect, 2 symbols of symbol B are acquired, and in the second and third acquisition effects, 1 symbol of symbol A is acquired and displayed respectively. Thus, at the time of storing in reserve, the execution pattern, execution timing of the acquisition effects to be executed, and the type (group) and number of symbols acquired and displayed in each acquisition effect are determined. However, the details (characters) of the symbols to be acquired and displayed are determined at the start of the acquisition effect.

[0596] For example, as shown in FIG. 71(a), it is assumed that in the target pre-variation effect one time before the target variation effect, the interface instantiation effect of the success pattern is executed. At the start of this interface instantiation effect, an IF instantiation effect start message (not shown) is transmitted from the sub-control board 330 to the effect devices such as the effect display device 200 and the audio output device 206. In each effect device, when a message is received from the sub-control board 330, the output of the effect corresponding to the received message is started. Therefore, by the transmission and reception of the IF instantiation effect start message, the interface instantiation effect is started, and the IF fanning effect, the IF success effect, and the instantiation of the acquired symbol display interface 220 are sequentially executed.

[0597] Then, on the sub-control board 330, when a predetermined time has elapsed since the transmission of the IF materialization production start message, the IF displayed flag is turned on. Note that the predetermined time from the transmission of the IF materialization production start message until the IF displayed flag is turned on is the total time of the IF fanning production and the IF success production. Therefore, the IF displayed flag is turned on at the end of the IF success production, that is, when the acquisition symbol display interface 220 is materialized. This IF displayed flag is a flag for identifying that the acquisition symbol display interface 220 is being displayed, and the IF displayed flag is in an on state while the acquisition symbol display interface 220 is being displayed.

[0598] After that, when the target pre-variation production ends and the target variation production starts, messages corresponding to the respective productions for the variation production are transmitted from the sub-control board 330 to the production device. Here, for example, a message instructing the start of BGM output and messages for starting the variation display of the production symbols 210a, 210b, and 210c are included.

[0599] Then, when an acquisition production as a sub-preview production is executed at the start of the target variation production, an acquisition production start message (not shown) is transmitted from the sub-control board 330 to the production device. The acquisition production start message is provided for each execution pattern of the acquisition production, and in the production device, the output of the acquisition production corresponding to the received acquisition production start message is started.

[0600] Note that in the production device, when receiving the acquisition production start message of the acquisition production as a sub-preview production, the fanning production and the success production are executed, and when receiving the acquisition production start message of the acquisition production as the main preview production, the introduction production and the result display are executed.

[0601] Here, the sub-RAM 330c is provided with a reservation information storage area capable of storing reservation information for every 14 symbols. That is, 14 reservation information storage areas are provided in the sub-RAM 330c in association with the symbols (characters). Each reservation information storage area can turn on and off a reservation flag. Here, when the reservation flag is turned on, reservation information indicating the acquisition of a symbol (character) is stored.

[0602] In the sub-control board 330, at the start of the acquisition effect, the symbol, that is, the character, to be acquired and displayed in the acquisition effect is determined. Also, in the sub-control board 330, simultaneously with the transmission of the acquisition effect start message, the reservation flag is turned on in the reservation information storage area corresponding to the symbol (character) to be acquired and displayed in the acquisition effect.

[0603] In the example shown in FIG. 71(a), at the start point of the target variation effect, since the acquisition effect has not been executed even once, the reservation flags are turned off in all of the 14 reservation information storage areas. That is, when determining the symbol (character) to be acquired and displayed in the acquisition effect that is executed simultaneously with the start of the target variation effect, the reservation flags are turned off in all of the reservation information storage areas.

[0604] At the start of the acquisition effect, any one of the symbols (characters) with the reservation flag turned off is determined as the symbol (character) to be acquired and displayed. For example, assume that it is predetermined to acquire and display one symbol A in the acquisition effect. In this case, any one of the symbols A with the reservation flag turned off among symbols A1 to A7 is determined as the symbol to be acquired and displayed. Therefore, here, any one of symbols A1 to A7 is determined as the symbol to be acquired and displayed. In this example, assume that at the start of the acquisition effect, the acquisition display of symbol A1 is determined and the reservation flag of symbol A1 is turned on.

[0605] Then, on the sub-control board 330, when a predetermined time has elapsed since the transmission of the acquisition production start message, an acquisition display start message is transmitted to the production device. In the production device, upon receiving the acquisition display start message, an acquisition display for storing and displaying symbols in the first symbol storage area 224 or the second symbol storage area 226 is executed. Here, upon receiving the acquisition display start message, symbol A1 is stored and displayed in the first symbol storage area 224.

[0606] Note that the acquisition display start message is provided for each symbol, and the acquisition display start message corresponding to the symbol determined at the start of the acquisition production is transmitted. In the production device (production display device 200), the first symbol storage area 224 or the second symbol storage area 226 in which the symbol is not stored and displayed is extracted, and the acquisition display of the symbol is performed.

[0607] Also, in the example shown in FIG. 71(a), during the acquisition production as the sub-preview production, the acquisition production as the main preview production is started. At the start of the acquisition production as the main preview production, the symbol (character) to be acquired and displayed in the acquisition production is determined. At this time, for example, it is assumed that it is determined to acquire and display one symbol A. As described above, at the start of the acquisition production as the main preview production, the reservation flag of symbol A1 is turned on. Therefore, here, any one of the six symbols A of symbols A2 to A7 excluding symbol A1 is determined as the symbol to be acquired and displayed. And, for example, when it is determined that symbol A2 is to be acquired and displayed, the reservation flag of symbol A2 is turned on.

[0608] Also, at the start of the acquisition effect as the main preview effect, an acquisition effect start message is sent from the sub-control board 330 to the effect device. Upon receiving this acquisition effect start message, the introduction effect and result display are executed in the effect device. Then, when a predetermined time has elapsed since the transmission of the acquisition effect start message, an acquisition display start message is sent to the effect device. In the effect device, upon receiving the acquisition display start message, an acquisition display is executed in which a symbol (here, symbol A2) is stored and displayed in the first symbol storage area 224.

[0609] Note that in the example shown in Fig. 71(a), in the target variation effect, an NR section where the effect symbols 210a and 210c are reach-displayed is provided, and following this NR section, a reach development effect is being executed. In this case, the acquisition symbol display interface 220 becomes non-displayed at the start of the NR section, that is, at the time of reach display.

[0610] Also, in the example shown in Fig. 71(b), in the target pre-variation effect one time before the target variation effect, an acquisition effect as a sub-preview effect is executed. However, in the example shown in Fig. 71(b), before the start of the acquisition effect, the interface instantiation effect has not been executed and the acquisition symbol display interface 220 is non-displayed.

[0611] At the start of the acquisition effect as the sub-preview effect, an acquisition effect start message is sent from the sub-control board 330 to the effect device, whereby an arousal effect and a success effect are executed. Also, at the start of the acquisition effect, the symbol (character) to be acquired is determined, and in the reservation information storage area corresponding to the determined symbol, the reservation flag is turned on. In the example shown in Fig. 71(b), it is assumed that symbol A5 has been determined.

[0612] When a predetermined time elapses since the transmission of the acquisition performance start message, an acquisition display start message is transmitted from the sub-control board 330 to the effect device. Here, when the acquisition display start message is transmitted, it is determined whether the IF display completed flag is on. And when it is determined that the IF display completed flag is off, an IF display message is transmitted from the sub-control board 330 to the effect device. In the effect device, when the IF display message is received, the acquisition symbol display interface 220 is displayed.

[0613] As a result, on the main effect display unit 200a, the acquisition symbol display interface 220 and the symbol determined at the start of the acquisition effect are displayed simultaneously. Also, in the sub-control board 330, the IF display completed flag is turned on along with the transmission of the IF display message.

[0614] Thereafter, with the start of the target variation effect, the acquisition effect as the main preview effect is started. When the acquisition effect as the main preview effect starts, the symbol (character) to be acquired and displayed in the acquisition effect is determined. At this time, for example, it is assumed that it is determined to acquire and display two symbol Bs.

[0615] As described above, when the acquisition effect as the main preview effect starts, the reservation flag of symbol A5 is on, but the reservation flags of symbols B1 to B7 are all off. Therefore, here, any two of the seven symbol Bs of symbols B1 to B7 are determined to be the symbols to be acquired and displayed. And when it is determined that, for example, symbols B1 and B2 are to be acquired and displayed, the reservation flags of symbols B1 and B2 are turned on.

[0616] Also, at the start of the acquisition performance as the main preview performance, an acquisition start message is sent from the sub-control board 330 to the effect device, and the introduction effect and result display are executed in the effect device. Then, when a predetermined time has elapsed since the transmission of the acquisition start message, an acquisition display start message is sent to the effect device. In the effect device, upon receiving the acquisition display start message, an acquisition display for storing and displaying symbols (here, symbols B1 and B2) in the second symbol storage area 226 is executed.

[0617] Then, after the completion of the acquisition performance as the main preview performance, the acquisition performance as the sub-preview performance is started. Here too, as described above, at the start of the acquisition performance, a symbol (character) is determined based on the reservation flag, and the reservation flag corresponding to the determined symbol (character) is turned on. Then, the excitement effect and the success effect are executed by the transmission and reception of the acquisition start message, and the acquisition display is made by the transmission and reception of the acquisition display start message.

[0618] In the example shown in FIG. 71(b), the target variation effect is a reachless variation pattern, and after the last acquisition performance ends, the game symbols 210a, 210b, and 210c are stopped and displayed in a losing mode. In this case, the acquisition symbol display interface 220 becomes invisible along with the stop display of the game symbols 210a, 210b, and 210c.

[0619] Next, the processing of the sub-control board 330 for executing the above acquisition performance will be described.

[0620] FIG. 72 is a diagram for explaining the relationship between the variation information and the acquisition effect according to the embodiment. In the main control board 300, when a reservation is stored, an acquisition-time effect determination process (S536) is executed, and a pre-reading designated command (pre-reading designated variation mode command, pre-reading designated variation pattern command) is transmitted to the sub-control board 330. In the sub-control board 330, when the pre-reading designated command is received, the effect execution information such as whether to execute the preview effect and the execution pattern is determined and stored. Thereafter, when a variation command (variation mode command, variation pattern command) is received, each effect constituting the variation effect such as the preview effect is executed based on the stored effect execution information.

[0621] In the embodiment, when the pre-reading designated command is received, the main preview effect determination table is referred to, and whether to execute the main preview effect and the execution pattern are determined. As shown in FIG. 72(a), in the main preview effect determination table, the selection ratio of each main preview effect is set for all variation pattern numbers (pre-reading designated variation pattern commands). Although FIG. 72(a) shows only some of the variation pattern numbers and the execution patterns of the main preview effects, according to the main preview effect determination table, the execution of preview effects other than the acquisition effect can also be determined.

[0622] For example, when a pre-reading designated variation pattern command of 10H or 11H is received, it is determined not to execute the main preview effect. Also, when pre-reading designated variation pattern commands of 20H and 21H are received, the execution of the gasoline acquisition effects A and B, respectively, is determined as the main preview effect. Note that the gasoline acquisition effects A and B have different execution patterns, that is, the content of the effects such as the images displayed on the main effect display unit 200a.

[0623] Also, for example, when a prefetch specified variable pattern command of 30H is received, the execution of acquisition effect A is determined; when a prefetch specified variable pattern command of 31H is received, the execution of acquisition effect B is determined; when a prefetch specified variable pattern command of 32H is received, the execution of acquisition effect C is determined. Also, for example, when a prefetch specified variable pattern command of 33H is received, the execution of acquisition effects A and B are determined with probabilities of 125 / 250 respectively; when a prefetch specified variable pattern command of 34H is received, the execution of acquisition effects A and B are determined with probabilities of 50 / 250 respectively, and the execution of acquisition effect C is determined with a probability of 150 / 250.

[0624] Also, when a prefetch specified command is received, the sub-preview effect determination table is referred to, and the execution or non-execution and execution pattern of the sub-preview effect are determined. As shown in FIG. 72(b), the sub-preview effect determination table has selection ratios for all sub-preview effects set for all variable mode numbers (prefetch specified variable mode commands). Note that FIG. 72(b) shows only some variable mode numbers and the execution patterns of sub-preview effects, but according to the sub-preview effect determination table, the execution of preview effects other than the acquisition effect can also be determined.

[0625] For example, when a prefetch specified variable mode command of 10H or 11H is received, the non-execution of the sub-preview effect is determined. Also, when a prefetch specified variable mode command of 30H is received, the execution of acquisition effect a is determined as the sub-preview effect; when a prefetch specified variable mode command of 31H is received, the execution of acquisition effect b is determined as the sub-preview effect; when a prefetch specified variable mode command of 32H is received, the execution of acquisition effect c is determined as the sub-preview effect. Note that acquisition effects a, b, and c have different execution patterns, that is, different contents of the effects.

[0626] Also, for example, when a look-ahead specified variable mode command of 33H is received, the execution of acquisition effects a, b, and the execution of acquisition effects a, c are each determined with a probability of 125 / 250. Also, for example, when a look-ahead specified variable mode command of 34H is received, the execution of acquisition effects a, c is determined. That is, when a look-ahead specified variable mode command of 33H or 34H is received, the execution of two acquisition effects will be determined.

[0627] Note that in the embodiment, when only the acquisition effect as the main preview effect is executed, when both the acquisition effect as the main preview effect and the acquisition effect as the sub-preview effect are executed, When only the acquisition effect as the sub-preview effect is executed, and when both the acquisition effect as the main preview effect and the acquisition effect as the sub-preview effect are not executed, the selection ratios of the main preview effect determination table and the sub-preview effect determination table are set. However, for example, the execution of the acquisition effect as the sub-preview effect may be determined only when the acquisition effect as the main preview effect is executed.

[0628] And when the execution of the acquisition effect as the main preview effect or the sub-preview effect is ...

Claims

【Claim 1】 A gaming machine that executes an acquisition display for notifying the acquisition of a display target, and a predetermined suggestion is made by the display target for which the acquisition display has been made, total amount determination means for determining the total amount of the display target for which the acquisition display is made, acquisition effect execution means for executing an acquisition effect including the acquisition display and notifying the acquisition of the display target of the determined total amount, identification information storage means for storing, before the acquisition display is made, identification information capable of identifying the display target for which the acquisition display is made, comprising: The acquisition effect execution means: performs the acquisition display of the display target based on the identification information, the display target is classified into either a first group or a second group, when the amount of the display target classified into the first group for which the acquisition display has been made is a predetermined amount and the amount of the display target classified into the second group for which the acquisition display has been made is less than the predetermined amount, and when the amount of the display target classified into the first group for which the acquisition display has been made is less than the predetermined amount and the amount of the display target classified into the second group for which the acquisition display has been made is the predetermined amount, the content of the predetermined suggestion is different, the image displays showing the amounts of the display targets classified into the first group and the second group are each provided with a plurality of types of image display patterns, the total amount of the image displays showing the amount of the display target classified into the first group is more than the predetermined amount, the total amount of the image displays showing the amount of the display target classified into the second group is more than the predetermined amount, characterized by a gaming machine.

Citation Information

Patent Citations

  • Game machine

    JP2016096970A

  • Game machine

    JP2016112173A

  • Game machine

    JP2017055847A

  • Game machine

    JP2019180556A

  • Game machine

    JP2021019804A