gaming machines

The gaming machine addresses player discomfort from sudden effect changes by using staged sound effects, ensuring a seamless transition and maintaining an engaging presentation.

JP7768936B2Active Publication Date: 2025-11-12HEIWA CORP
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Patent Information

Application Number
JP2023105679
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-06-28
Publication Date
2025-11-12
Estimated Expiration
2043-06-28

AI Technical Summary

Technical Problem

Gaming machines often cause discomfort to players due to sudden changes in effects during play, which can diminish the overall presentation impact.

Method used

The gaming machine employs a sound effect system that outputs sounds in stages during a first performance, continuing until a second performance starts, ensuring a smooth transition and reducing player discomfort.

Benefits of technology

This approach prevents a decline in presentation effects by minimizing player discomfort, enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To suppress deterioration of performance effect by reducing the discomfort of a player.SOLUTION: When a first condition is satisfied during a game, a first performance (V winning performance) is executed. When a second condition is satisfied during a game, a second performance (story performance) is executed. The first performance includes a sound performance in which a plurality of types of sounds for the first performance are output in a preset order. When a second condition is satisfied during the execution of the first performance and the second performance is started, the sound for the first performance being output is played to the end even after the start of the second performance, and the sound performance is terminated without playing the next sound for the first performance.SELECTED DRAWING: Figure 57
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Description

[Technical Field]

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

[0002] In the past, there have been known gaming machines that execute a big prize game in which a lottery for a big prize is held based on the entry of a gaming ball into a starting hole, and if a big prize is won in the lottery for a big prize, the big prize hole is opened. In such gaming machines, various effect images are displayed during play, and various sounds are played while the effect images are displayed.

[0003] For example, Patent Document 1 discloses a gaming machine that stops the sound being output when a stop command is received at the end of the variation. Also, Patent Document 2 discloses a gaming machine that stops the sound when a predetermined time has elapsed since a predetermined sound was output. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent Publication No. 2021-108903 [Patent Document 2] Japanese Patent Application Publication No. 2018-51053 Summary of the Invention [Problem to be solved by the invention]

[0005] During play, various effects are initiated by various triggers, but depending on the content of the effect, a sudden change in the effect may cause a sense of discomfort to the player and reduce the effect of the effect.

[0006] The present invention aims to provide a gaming machine that can prevent a decline in presentation effects by reducing the sense of discomfort felt by players. [Means for solving the problem]

[0007] In order to solve the above problems, the gaming machine of the present invention comprises: a game board provided with a starting hole and a big prize hole having a specific area; A symbol determination means for determining one of a plurality of symbols including at least a small winning symbol based on the entry of the game ball into the starting hole; a small prize game execution means for executing a small prize game in which the large prize opening is opened based on the determination of the small prize symbol; A big prize game execution means for executing a big prize game advantageous to a player based on the game ball entering the big prize opening in the small prize game entering the specific area; The small prize During play Based on the entry of the game ball into the specific area Execute the first performance, After the game ball enters the specific area, based on the start of the big role game A performance execution means for executing a second performance; Equipped with The first performance is A sound effect that can output sounds for a first effect of a plurality of preset stages in order from the first stage to the last stage, The performance execution means During the execution of the first performance, Based on the start of the big win game When the second performance starts, the audio for the first performance being output is played to the end even after the start of the second performance, and the audio performance is ended without playing the audio for the first performance of the next stage. It is characterized by: [Effects of the Invention]

[0008] According to the present invention, the sense of discomfort felt by the player can be reduced, thereby preventing a decline in the presentation effect. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a perspective view of a gaming machine showing a state in which a door according to an embodiment is open. [Figure 2] 1 is a front view of a gaming machine according to an embodiment. [Figure 3] A diagram for explaining the second large prize slot in the embodiment. [Figure 4] 1 is a block diagram of a gaming machine according to an embodiment. [Figure 5] 10 is an address map of a memory area used by a main CPU according to an embodiment. [Figure 6] FIG. 10 is a diagram illustrating a special jackpot determination random number judgment table according to an embodiment. [Figure 7] A diagram explaining the special 2 jackpot determination random number judgment table in the embodiment. [Figure 8] FIG. 10 is a diagram illustrating a winning symbol random number determination table according to an embodiment. [Figure 9] FIG. 10 is a diagram illustrating a reach group determination random number judgment table according to an embodiment. [Figure 10] FIG. 10 is a diagram illustrating a reach mode determination random number judgment table according to an embodiment. [Figure 11] 10 is a diagram illustrating a fluctuation pattern random number determination table according to an embodiment. FIG. [Figure 12] FIG. 10 is a diagram illustrating a variable time determination table according to an embodiment. [Figure 13] FIG. 10 is a diagram illustrating the first special electric accessory operation ram set table according to the embodiment. [Figure 14] FIG. 10 is a diagram illustrating the second special electric accessory operating ram set table according to the embodiment. [Figure 15] A diagram explaining the opening and closing manner of the second large prize opening and the opening and closing manner of a specific area by a movable member in the embodiment. [Figure 16] 10 is a diagram illustrating a game status setting table for setting the game status after the end of a big win game in the embodiment. FIG. [Figure 17] FIG. 10 is a diagram illustrating a winning determination random number judgment table according to an embodiment. [Figure 18] 1A is a diagram illustrating a normal symbol fluctuation time data table according to an embodiment, and FIG. 1B is a diagram illustrating an opening / closing control pattern table according to an embodiment. [Figure 19] 10 is a diagram illustrating a gaming machine status flag according to an embodiment. FIG. [Figure 20] 10 is a first flowchart illustrating a CPU initialization process in the main control board according to the embodiment. [Figure 21] 10 is a second flowchart illustrating the CPU initialization process in the main control board according to the embodiment. [Figure 22]10 is a flowchart illustrating a sub-command group set process in the main control board according to the embodiment. [Figure 23] 10 is a flowchart illustrating a power-off save process in the main control board according to the embodiment. [Figure 24] 10 is a flowchart illustrating a timer interrupt process in the main control board according to the embodiment. [Figure 25] 10 is a flowchart illustrating a setting-related process in a main control board according to an embodiment. [Figure 26] 10 is a flowchart illustrating a switch management process in a main control board according to an embodiment. [Figure 27] 10 is a flowchart illustrating a gate passage process in the main control board according to the embodiment. [Figure 28] 10 is a flowchart illustrating the first starting port passing process in the main control board according to the embodiment. [Figure 29] 10 is a flowchart illustrating the second starting port passing process in the main control board according to the embodiment. [Figure 30] 10 is a flowchart illustrating the special pattern random number acquisition process in the main control board according to the embodiment. [Figure 31] 10 is a flowchart illustrating a process for determining performance upon acquisition in a main control board according to an embodiment. [Figure 32] 10 is a flowchart illustrating a specific area passing process in the main control board according to the embodiment. [Figure 33] FIG. 10 is a diagram illustrating a special game management phase according to an embodiment. [Figure 34] 10 is a flowchart illustrating a special game management process in a main control board according to an embodiment. [Figure 35] 10 is a flowchart illustrating the special symbol change waiting process in the main control board according to the embodiment. [Figure 36] 10 is a flowchart illustrating the special symbol winning determination process in the main control board according to the embodiment. [Figure 37]10 is a flowchart illustrating the special pattern variable number determination process in the main control board according to the embodiment. [Figure 38] 10 is a flowchart illustrating processing during special pattern fluctuations in the main control board according to the embodiment. [Figure 39] 10 is a flowchart illustrating a special symbol stop symbol display process in a main control board according to an embodiment. [Figure 40] 10 is a flowchart explaining the processing before opening the large prize opening in the main control board in the embodiment. [Figure 41] 10 is a flowchart illustrating the large prize opening / closing switching process in the main control board according to the embodiment. [Figure 42] 10 is a flowchart illustrating the control process for opening the large prize opening in the main control board according to the embodiment. [Figure 43] 10 is a flowchart illustrating the large prize opening closure validity process in the main control board according to the embodiment. [Figure 44] 10 is a flowchart explaining the large prize opening end wait processing in the main control board in the embodiment. [Figure 45] FIG. 10 is a diagram illustrating a normal game management phase according to an embodiment. [Figure 46] 10 is a flowchart illustrating the normal game management process in the main control board according to the embodiment. [Figure 47] 10 is a flowchart illustrating the normal pattern change waiting process in the main control board according to the embodiment. [Figure 48] 10 is a flowchart illustrating the processing during normal pattern fluctuations in the main control board according to the embodiment. [Figure 49] 10 is a flowchart illustrating the normal symbol stop symbol display process in the main control board according to the embodiment. [Figure 50] This is a flowchart explaining the pre-opening processing of a normal electric device winning opening on the main control board in the embodiment. [Figure 51] This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board in the embodiment. [Figure 52]This is a flowchart explaining the control process for opening the winning opening of a normal electric device on the main control board in the embodiment. [Figure 53] This is a flowchart explaining the normal electric device winning opening closure validity processing in the main control board in the embodiment. [Figure 54] This is a flowchart explaining the waiting process for the end of the normal electric device winning slot on the main control board in the embodiment. [Figure 55] 10A and 10B are diagrams illustrating examples of presentations during small win games and big win games in the embodiment. [Figure 56] This is a first timing chart of the V winning effect in the embodiment. [Figure 57] This is a second timing chart of the V winning effect in the embodiment. [Figure 58] FIG. 10 is a first diagram illustrating the audio output control of the V winning effect according to the embodiment. [Figure 59] FIG. 2 is a second diagram illustrating the audio output control of the V winning effect according to the embodiment. [Figure 60] 10 is a diagram illustrating the relationship between the start timing of the second round of play and the sounds that are played in the embodiment. FIG. [Figure 61] 10 is a flowchart illustrating a sub-CPU initialization process in the sub-control board according to the embodiment. [Figure 62] 10 is a flowchart illustrating a sub-timer interrupt process in the sub-control board according to the embodiment. [Figure 63] 10 is a flowchart illustrating a command analysis process according to an embodiment. [Figure 64] 10 is a flowchart illustrating a V winning effect execution process (image) according to an embodiment. [Figure 65] 10 is a flowchart illustrating a story rendering execution process (images) according to an embodiment. [Figure 66] 10 is a flowchart illustrating a V winning effect execution process (audio) according to an embodiment. [Figure 67] 10 is a flowchart illustrating a story rendering execution process (audio) according to an embodiment. [Figure 68] FIG. 10 is a diagram illustrating a game status setting table for setting the game status after the end of a big win game in a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0010] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in these embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0011] 1 is a perspective view of a gaming machine 100 according to an embodiment, showing a state in which the door is open. As shown in the figure, the gaming machine 100 includes an outer frame 102 having four sides arranged in a substantially rectangular shape to form an enclosed space, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be able to open and close freely, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be able to open and close freely.

[0012] The middle frame 104, like the outer frame 102, has four sides arranged in a substantially rectangular shape to form an enclosed space, and a game board 108 is held in this enclosed space. A glass or resin transparent plate 110 is held in the front frame 106. When the middle frame 104 and the front frame 106 are closed against the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially parallel, maintaining a predetermined distance between them, and the game board 108 can be seen through the transparent plate 110 from the front side of the gaming machine 100.

[0013] 2 is a front view of a gaming machine 100 according to an embodiment. As shown in this figure, an operating handle 112 that protrudes from the front side of the gaming machine 100 is provided at the bottom of the front frame 106. This operating handle 112 is provided so that it can be rotated by a player, and when the player rotates the operating handle 112 to perform a firing operation, a gaming ball is fired by a firing mechanism (not shown) with a strength that corresponds to the rotation angle of the operating handle 112. The gaming ball thus fired rises between rails 114a and 114b provided on the gaming board 108 and is guided to a playing area 116.

[0014] The play area 116 is a space formed between the play board 108 and the transparent plate 110, and is an area where the play balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills, and the play balls guided into the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.

[0015] The play area 116 includes a first play area 116a and a second play area 116b, which have different degrees of entry of game balls depending on the launch strength of the launch mechanism. The first play area 116a is located on the left side of the play area 116 as seen by a player facing the gaming machine 100, and the second play area 116b is located on the right side of the play area 116 as seen by a player facing the gaming machine 100. Because the rails 114a and 114b are on the left side of the play area 116, game balls launched by the launch mechanism with a launch strength less than a predetermined strength will enter the first play area 116a, and game balls launched with a launch strength equal to or greater than the predetermined strength will enter the second play area 116b.

[0016] The gaming area 116 is also provided with a general prize opening 118, a first start opening 120, and a second start opening 122 through which game balls can enter, and when a game ball enters the general prize opening 118, the first start opening 120, or the second start opening 122, a predetermined prize ball is paid out to the player. The number of prize balls may be any number greater than or equal to one, and the number of prize balls paid out for the general prize opening 118, the first start opening 120, and the second start opening 122 may be different or the same number of prize balls. In this case, 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.

[0017] As will be described in detail later, a first starting area is provided within the first starting hole 120, and a second starting area is provided within the second starting hole 122. When a gaming ball enters the first starting hole 120 or the second starting hole 122 and enters the first starting area or the second starting area, a lottery is held to determine one of a plurality of pre-defined special symbols. Each special symbol is associated with various gaming benefits, such as whether or not a player can execute a major or minor winning game advantageous to the player, and the type of gaming state the player will be in after that. Therefore, when a gaming ball enters the first starting hole 120 or the second starting hole 122, the player not only acquires a predetermined prize ball, but also has the opportunity to acquire the right to receive various gaming benefits.

[0018] The first starting port 120 is located at the bottom of the game area 116 and is either capable of receiving only game balls flowing down the first game area 116a, or is located at a position where game balls that have entered the first game area 116a can enter more easily than game balls that have entered the second game area 116b.

[0019] The second start opening 122 is located in the second game area 116b, and is either capable of receiving only game balls flowing down the second game area 116b, or is positioned such that game balls that have entered the second game area 116b can enter more easily than game balls that have entered the first game area 116a. The second start opening 122 is configured as a variable start opening (variable start winning device) having a movable piece 122b, and is configured to vary the ease with which game balls can enter the second start opening 122. Specifically, the second start opening 122 is provided with a movable piece 122b that can be opened and closed, and when the movable piece 122b is in a closed state, it is impossible or difficult for game balls to enter the second start opening 122.

[0020] In contrast, when a gaming ball passes through the gate 124 provided in the second gaming area 116b, it is determined whether or not to execute an auxiliary game in which the second start opening 122 is opened, and if execution of the auxiliary game is determined, the auxiliary game in which the second start opening 122 is controlled to open and close is executed. More specifically, on the condition that the gaming ball has passed through the gate 124, a lottery for a normal symbol, which will be described later, is held, and if a winning symbol is selected in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time. In this way, when the movable piece 122b is in an open state, the movable piece 122b functions as a tray that guides the gaming ball to the second start opening 122, making it easier for the gaming ball to enter the second start opening 122.

[0021] Furthermore, a first major prize opening 126 and a second major prize opening 128 are provided at the bottom of the game area 116. The first major prize opening 126 and the second major prize opening 128 are positioned so that at least game balls flowing down the second game area 116b can enter them. An open / close door 126b is provided at the first major prize opening 126, and normally, the open / close door 126b closes the first major prize opening 126, preventing game balls from entering the first major prize opening 126. In contrast, when the aforementioned major prize game is executed, the open / close door 126b opens and functions as a tray, allowing game balls to enter the first major prize opening 126. When a game ball enters the first major prize opening 126, a predetermined number of prize balls are paid out to the player.

[0022] Furthermore, the second large prize opening 128 is provided with a movable piece 128b that can be opened and closed, and normally the movable piece 128b closes the second large prize opening 128, preventing game balls from entering the second large prize opening 128. In contrast, when the aforementioned small prize game is executed, the movable piece 128b is opened and functions as a tray, allowing game balls to enter the second large prize opening 128. When a game ball enters the second large prize opening 128, a predetermined prize ball is paid out to the player. The first large prize opening 126 and the second large prize opening 128 are collectively referred to simply as the large prize openings.

[0023] 3 is a diagram illustrating the second large prize opening 128 according to the embodiment. A structure 129 that protrudes from the front side of the game board 108 is provided in the second game area 116b. An opening is formed in the top of this structure 129, and this opening serves as the second large prize opening 128. A movable piece 128b is provided on the top of the structure 129, and as shown in FIG. 3(a), the movable piece 128b is normally maintained in a closed state in which it closes the second large prize opening 128.

[0024] The movable piece 128b protrudes into the game area 116, where game balls roll and flow down, so as to face above the gaming machine 100. Therefore, when the movable piece 128b is maintained in the closed state, game balls flowing down the game area 116 (second game area 116b) fall onto the movable piece 128b. Here, the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, a game ball that has fallen onto the movable piece 128b rolls slowly from right to left on the movable piece 128b, as shown by the arrow in FIG. 3(a).

[0025] When a small jackpot game (described later) is executed, the movable piece 128b transitions to an open state in which it opens the second large prize opening 128. Here, as shown in FIGS. 3(a) and 3(b), the movable piece 128b is caused to protrude and retract in the front-to-rear direction of the gaming machine 100 from a hole formed in the gaming board 108 by an actuator (solenoid) (not shown). Normally, the actuator is maintained in an unenergized state, and the movable piece 128b is held in a position protruding forward from the hole in the gaming board 108, thereby closing the second large prize opening 128. When the actuator is energized, the movable piece 128b is held in a position retracted backward from the hole in the gaming board 108, as shown in FIG. 3(b), and the second large prize opening 128 is opened. In this manner, when the second large prize opening 128 is open, a gaming ball enters the second large prize opening 128.

[0026] A lead-out path 128d is provided inside second large prize opening 128, and second large prize opening 128 is inclined so that a gaming ball that enters second large prize opening 128 is led to lead-out path 128d. Lead-out path 128d is provided with specific area 140b and non-specific area 140c, each of which is made up of holes through which gaming balls can pass, and is configured so that a gaming ball that enters second large prize opening 128 passes through either specific area 140b or non-specific area 140c and is discharged to the back side of gaming board 108.

[0027] The second large prize opening 128 is provided with a movable member 142 that opens and closes the specific area 140b and the non-specific area 140c. The movable member 142 is movable (slidable) to switch between a state in which the gaming ball can enter the specific area 140b and a state in which the gaming ball cannot enter the specific area 140b. More specifically, when the movable member 142 is displaced to the position shown in FIG. 3(c), the non-specific area 140c is blocked by the movable member 142, allowing the gaming ball to pass through the specific area 140b. On the other hand, when the movable member 142 is displaced to the position shown in FIG. 3(d), the specific area 140b is blocked by the movable member 142, allowing the gaming ball to pass through the non-specific area 140c. As will be described in detail later, when a gaming ball enters the specific area 140b during a small prize game, a jackpot (type 2 jackpot) is awarded, and the aforementioned major prize game is initiated.

[0028] Returning to Figure 2, at the bottom of the game area 116, there is an outlet 130 that discharges game balls that do not enter any of the general prize opening 118, the first start opening 120, the second start opening 122, the first large prize opening 126, or the second large prize opening 128 from the game area 116 to the back side of the game board 108.

[0029] The gaming machine 100 is equipped with a performance display device 200 consisting of a liquid crystal display device, a performance prop device 202 consisting of a movable device, a performance lighting device 204 consisting of a lamp that can be controlled to various lighting modes and emission colors, an audio output device 206 consisting of a speaker, and a performance button 208 that accepts player operation, as performance devices that perform performances while the game is in progress.

[0030] The effect display device 200 includes a main effect display unit 200a and a sub-effect display unit 201a, each of which is made up of an image display unit that displays images. The main effect display unit 200a is located approximately in the center of the gaming board 108 and is visible from the front side of the gaming machine 100. As shown in the figure, the main effect display unit 200a displays effect symbols 210a, 210b, and 210c in a variable manner, and a variable effect is executed in which the result of the big role lottery is notified to the player depending on the stop display mode of each of these effect symbols 210a, 210b, and 210c. The sub-effect display unit 201a is located above the main effect display unit 200a and displays auxiliary effect images during the variable effect.

[0031] The performance device 202 is positioned in front of the main performance display section 200a and is normally retracted to the rear side of the game board 108, but when the above-mentioned performance patterns 210a, 210b, 210c are being displayed in a changing manner, it moves to the front of the main performance display section 200a, giving the player a sense of anticipation of a big win.

[0032] The effect lighting device 204 is provided on the effect gimmick device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main effect display section 200a.

[0033] The sound output device 206 is provided at the upper position of the front frame 106 or at the lowermost position of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images displayed on the main performance display section 200a.

[0034] The effect button 208 is composed of a button that accepts pressing operations by the player, and is located in approximately the center of the width of the gaming machine 100, and below the transparent plate 110. This effect button 208 is activated in accordance with the images displayed on the main effect display unit 200a, and when an operation by the player is accepted within the effective operation time, various effects are executed according to the operation.

[0035] In the figure, reference numeral 132 denotes an upper tray to which prize balls paid out from the gaming machine 100 and game balls dispensed from the game ball dispenser are guided, and when this upper tray 132 is full of game balls, the game balls are guided to a lower tray 134. A ball ejection hole (not shown) is formed in the bottom surface of this lower tray 134 to eject game balls from the lower tray 134. This ball ejection hole is normally closed by an opening / closing plate (not shown), but by pushing in a ball ejection knob 134a, the opening / closing plate slides together with the ball ejection knob 134a, making it possible to eject game balls from the ball ejection hole to below the lower tray 134.

[0036] In addition, the game board 108 is provided with a first special symbol display 160, a second special symbol display 162, a first special symbol reserved display 164, a second special symbol reserved display 166, a normal symbol display 168, a normal symbol reserved display 170, and a right-hit notification display 172 at positions outside the game area 116 and visible to the player. Each of these displays 160 to 172 is a device for displaying various situations related to the game, and details thereof will be described later.

[0037] (Internal configuration of control means) FIG. 4 is a block diagram showing the internal configuration of a control means for controlling the progress of a game according to the embodiment.

[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. The main CPU 300a reads out programs stored in the main ROM 300b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device and display, or sends commands to other boards depending on the results of the arithmetic processing. The main RAM 300c functions as a data work area during arithmetic processing by the main CPU 300a.

[0039] The gaming machine 100 according to the embodiment is broadly divided into a special game that is started when a gaming ball enters the first start hole 120 or the second start hole 122, and a normal game that is started when a gaming ball passes through the gate 124. The main ROM 300b of the main control board 300 stores various programs for progressing the special game and the normal game, as well as data and tables required for various games.

[0040] The main control board 300 is connected to a general prize opening detection switch 118s that detects when a game ball enters the general prize opening 118, a first start opening detection switch 120s that detects when a game ball enters the first start opening 120, a second start opening detection switch 122s that detects when a game ball enters the second start opening 122, a gate detection switch 124s that detects when a game ball passes through the gate 124, a first large prize opening detection switch 126s that detects when a game ball enters the first large prize opening 126, a second large prize opening detection switch 128s that detects when a game ball enters the second large prize opening 128, a specific area detection switch 140s that detects when a game ball enters the specific area 140b, and an out ball detection switch 130s that detects when a game ball is ejected from the game area 116, and detection signals are input from each of these detection switches to the main control board 300.

[0041] A junction passage is provided on the back of the game board 108, and game balls that enter the general winning opening 118, the first starting opening 120, the second starting opening 122, the first large winning opening 126, and the second large winning opening 128 and game balls that are guided to the back side from the discharge opening 130 join together in the junction passage and are guided to the equipment of the game parlor. The out ball detection switch 130s is provided in the junction passage, and all game balls that are discharged from the game area 116, in other words, all game balls that are shot into the game area 116, are detected by the out ball detection switch 130s.

[0042] In addition, the main control board 300 is connected to a normal electric device solenoid 122c that operates the movable piece 122b of the second starting opening 122, a first large prize opening solenoid 126c that operates the opening and closing door 126b that opens and closes the first large prize opening 126, a second large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the second large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided within the second large prize opening 128, and the main control board 300 is configured to control the opening and closing of the second starting opening 122, the first large prize opening 126, the second large prize opening 128 and the specific area 140b.

[0043] Furthermore, the main control board 300 is connected to a first special pattern display 160, a second special pattern display 162, a first special pattern reserved display 164, a second special pattern reserved display 166, a normal pattern display 168, a normal pattern reserved display 170, and a right-hit notification display 172, and the display of each of these displays is controlled by the main control board 300.

[0044] In addition, the gaming machine 100 is provided with multiple abnormality detection sensors 174 that detect possible abnormalities or fraud, such as a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and a door open sensor that detects the open state of the middle frame 104 or the front frame 106, and is configured so that an abnormality detection signal is 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 of the gaming board 108. The setting change switch 180s is configured to be accessible with a dedicated key. When the setting change switch 180s is turned on, it becomes possible to change and check the setting values. As will be described in detail later, in the gaming machine 100 according to the embodiment, one of six setting values ​​with different degrees of advantage is stored as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value.

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

[0047] A performance display monitor 184 is provided on the back of the game board 108. The main control board 300 causes the performance display monitor 184 to display registered setting values ​​and base ratios.

[0048] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.

[0049] The payout control board 310 controls the firing of game balls and the payout of prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 so that it can communicate bidirectionally. A game information output terminal board 312 is connected to this payout control board 310, and various information on the progress of the game output from the main control board 300 is output to the hall computer of the gaming parlor via the payout control board 310 and the game information output terminal board 312.

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

[0051] Also connected to the payout control board 310 is a tray full detection switch 318s that detects the full state of the lower tray 134. This tray full detection switch 318s is provided in a passage that leads game balls paid out as prize balls to the lower tray 134, and a game ball detection signal is input to the payout control board 310 every time a game ball passes through the passage.

[0052] Then, when a predetermined amount or more of game balls are accumulated in the lower tray 134 and it reaches a full state, game balls accumulate in the passage leading to the lower tray 134, and game ball detection signals are continuously input from the tray full detection switch 318s to the payout control board 310. When the payout control board 310 receives game ball detection signals continuously for a predetermined period of time, it determines that the lower tray 134 is in a full state, and sends a tray full command to the main control board 300. On the other hand, when the continuous input of game ball detection signals stops after sending the tray full command, it determines that the full state has been released, and sends a tray full release command to the main control board 300.

[0053] A launch control circuit 320 is also connected to the payout control board 310 so as to be able to communicate bidirectionally. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes launch. A touch sensor 112s, which is provided on the operating handle 112 and detects when a player touches the operating handle 112, and an operation volume 112a, which detects the operating angle of the operating 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 the energization of a launch solenoid 112c provided on the gaming ball launcher to launch the gaming ball.

[0054] The sub-control board 330 mainly controls various effects during game play, standby, etc. The sub-control board 330 is equipped with a sub-CPU 330a, sub-ROM 330b, sub-RAM 330c, and RTC 330d, and is connected to the main control board 300 so that communication can be performed in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out programs stored in the sub-ROM 330b and performs arithmetic processing based on commands transmitted from the main control board 300, input signals from a timer, etc., and also controls the execution of effects. At this time, the sub-RAM 330c functions as a data work area during arithmetic processing by the sub-CPU 330a.

[0055] Specifically, the sub-control board 330 controls image display to display images on the main performance display unit 200a and the sub performance display unit 201a. The sub-ROM 330b stores a large number of various image data to be displayed on the main performance display unit 200a and the sub performance display unit 201a, and the sub-CPU 330a reads the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display on the main performance display unit 200a and the sub performance display unit 201a.

[0056] The sub-control board 330 also controls the movement of the stage prop device 202 and the lighting of the stage lighting device 204, as well as controls the audio output to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from the stage button detection switch 208s that detects that the stage button 208 has been pressed, a predetermined stage is executed.

[0057] Each board is connected to a power supply board (not shown), and power is supplied to each board from a commercial power source via the power supply board. The power supply board is also provided with a backup power supply consisting of a capacitor. The RTC 330d provided on the sub-control board 330 receives power from the backup power supply and keeps track of the current time.

[0058] Fig. 5 is an address map of the memory area used by the main CPU 300a according to this embodiment. In Fig. 5, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 5, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b and a memory area (F000H to F3FFH) allocated to the main RAM 300c.

[0059] The memory area of ​​the main ROM 300b is divided into a used area (0000H to 1A7AH) that stores programs and data for controlling the progress of the game, and an unused area (2000H to 2BFFH) that is an area other than the used area and stores programs and data for performing processes for conducting tests specified in the gaming machine regulations and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184).

[0060] The used area of ​​the main ROM 300b includes a program area (0000H-0A89H) for storing programs for controlling the progress of games, an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH) for storing data other than programs. Note that the used area may not include the unused area (0A8AH-0FFFH).

[0061] The unused area of ​​the main ROM 300b includes a program area (2000H to 27FFH) that stores programs for executing processes for conducting tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) that stores data other than these programs.

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

[0063] The memory area of ​​the main RAM 300c is divided into a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an unused area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processing for performing tests specified in the gaming machine regulations or processing for displaying the performance display monitor 184 is being executed.

[0064] The used area of ​​the main RAM 300c includes a work area (F000H-F12AH) that is temporarily used when a program for controlling the progress of a game is being executed, an unused area (F12BH-F1D7H), and a stack area (F1D8H-F1FFH) that temporarily saves data while a program for controlling the progress of a game is being executed. Note that the used area may not include the unused area (F12BH-F1D7H).

[0065] The unused area of ​​the main RAM 300c includes a work area (F210H to F21FH) that is temporarily used when programs for processing tests stipulated in gaming machine regulations and for displaying the performance display monitor 184 are being executed, and a stack area (F220H to F228H) that temporarily stores data when these programs are being executed.

[0066] In addition to the used area and unused area, the memory area of ​​the main RAM 300c also includes an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).

[0067] In this way, the main ROM 300b and the main RAM 300c are provided with separate areas: a used area used to control the progress of the game, and a non-used area used to execute processes for conducting tests stipulated by gaming machine regulations and for controlling the display of the performance display monitor 184.

[0068] In the main RAM 300c, a 16-byte unused area (F200H-F20FH) is provided between the used area and the unused area. This unused area (F200H-F20FH) is set as a boundary area that separates the used area and the unused area, making the boundary between the used area and the unused area clear and preventing the unused area from being used when a program for controlling the progress of a game is being executed, and preventing the used area from being used when a program for performing a test specified by the gaming machine regulations or a program for performing a display control of the performance display monitor 184 is being executed.

[0069] The unused area between the used area and the unused area only needs to be at least 1 byte, and from the viewpoint of preventing fraud, it is preferable that it be 4 bytes or more, and more preferably 16 bytes or more. Furthermore, writing and reading of data into the unused area is prohibited, but from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.

[0070] Next, a game in the gaming machine 100 according to the embodiment will be described together with various tables stored in the main ROM 300b.

[0071] As described above, the gaming machine 100 according to the embodiment allows two types of games, special games and normal games, to proceed in parallel, and when these two games are played, the game proceeds in either a non-time-saving game state or a time-saving game state.

[0072] The details of each gaming state will be described later, but the non-time-shortening gaming state is a gaming state in which the movable piece 122b is less likely to be in the open state and it is more difficult for a gaming ball to enter the second starting hole 122, and the time-shortening gaming state is a gaming state in which the movable piece 122b is more likely to be in the open state than in the non-time-shortening gaming state and it is more likely for a gaming ball to enter the second starting hole 122. The initial state of the gaming machine 100 is set to the non-time-shortening gaming state.

[0073] When a player operates the operating handle 112 to launch a gaming ball into the gaming area 116 and the gaming ball flowing down the gaming area 116 enters the first starting hole 120 or the second starting hole 122, a lottery (hereinafter referred to as a "big prize lottery") is held to determine whether or not the player will receive a gaming profit. If a big prize or a small prize is won in this big prize lottery, the first big prize opening 126 and the second big prize opening 128 are opened and a big prize game or a small prize game is executed in which gaming balls can enter the first big prize opening 126 and the second big prize opening 128. Furthermore, the gaming state after the big prize game ends is set to one of the gaming states described above. The big prize lottery method will be described below.

[0074] As will be described in more detail later, when a gaming ball enters the first start port 120 or the second start port 122, various random number values ​​related to the big role lottery (jackpot determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variable pattern random number) are obtained, and these random number values ​​are stored in a special symbol reserve memory area of ​​the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the first start port 120 will be collectively referred to as special 1 reserve, and the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the second start port 122 will be collectively referred to as special 2 reserve.

[0075] The special symbol reservation memory area of ​​the main RAM 300c includes a first special symbol reservation memory area and a second special symbol reservation memory area. The first special symbol reservation memory area and the second special symbol reservation memory area each have four memory sections (first to fourth memory sections). When a gaming ball enters the first starting hole 120, the special symbol 1 reservation is stored in order from the first memory section of the first special symbol reservation memory area, and when a gaming ball enters the second starting hole 122, the special symbol 2 reservation is stored in order from the first memory section of the second special symbol reservation memory area.

[0076] For example, when a gaming ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage sections of the first special chart reservation storage area, a special 1 reservation is stored in the first storage section. Also, for example, when a gaming ball enters the first starting hole 120 in a state where a special 1 reservation is stored in the first to third storage sections, the special 1 reservation is stored in the fourth storage section. Also, when a gaming ball enters the second starting hole 122, similarly to the above, a special 2 reservation is stored in the storage section with the smallest number (ordinal number) among the first to fourth storage sections of the second special chart reservation storage area, in which a special 2 reservation is not stored.

[0077] However, the number of special 1 reserves (X1) and the number of special 2 reserves (X2) that can be stored in the first special chart reserve memory area and the second special chart reserve memory area are each set to four. Therefore, for example, when a gaming ball enters the first starting hole 120, if four special 1 reserves are already stored in the first special chart reserve memory area, no new special 1 reserves will be stored by the entry of the gaming ball into the first starting hole 120. Similarly, when a gaming ball enters the second starting hole 122, if four special 2 reserves are already stored in the second special chart reserve memory area, no new special 2 reserves will be stored by the entry of the gaming ball into the second starting hole 122.

[0078] 6 is a diagram illustrating a special jackpot determining random number judgment table according to an embodiment. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one jackpot determining random number is obtained from the range of 0 to 65535. Then, when the big win lottery starts, that is, when the big win determination is made, a jackpot determining random number judgment table is selected according to the game state, and the big win lottery is made using the selected jackpot determining random number judgment table and the obtained jackpot determining random number.

[0079] When starting a lottery for a special 1 reserved prize, a special 1 jackpot determination random number judgment table is referenced. Here, in the embodiment, six levels of setting values ​​with different degrees of advantage are provided, and a special 1 jackpot determination random number judgment table is provided for each setting value. During play, the setting value is set to one of the six levels, and the lottery for a special 1 jackpot is performed by referring to the special 1 jackpot determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).

[0080] When the setting value is set to 1 (registered setting value = 1), the lottery for the big prize is performed by referring to the special 1 jackpot determination random number judgment table a shown in Figure 6 (a). According to this special 1 jackpot determination random number judgment table a, if the jackpot determination random number is 10001 to 10278, it is judged as a big prize, if the jackpot determination random number is 20001 to 20655, it is judged as a small prize, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the probability of a big prize is approximately 1 / 235.7, and the probability of a small prize is approximately 1 / 100.0.

[0081] When the setting value is set to 2 (registered setting value = 2), the big prize lottery is performed by referring to the special 1 jackpot determination random number judgment table b shown in Figure 6 (b). According to this special 1 jackpot determination random number judgment table b, if the jackpot determination random number is 10001 to 10288, it is judged as a jackpot, if the jackpot determination random number is 20001 to 20655, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is approximately 1 / 227.6, and the small jackpot probability is approximately 1 / 100.0.

[0082] When the setting value is set to 3 (registered setting value = 3), the big prize lottery is performed by referring to the special 1 jackpot determination random number judgment table c shown in Figure 6 (c). According to this special 1 jackpot determination random number judgment table c, if the jackpot determination random number is 10001 to 10298, it is judged as a jackpot, if the jackpot determination random number is 20001 to 20655, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the probability of a jackpot is approximately 1 / 219.9, and the probability of a small jackpot is approximately 1 / 100.0.

[0083] When the setting value is set to 4 (registered setting value = 4), the big prize lottery is performed by referring to the special 1 jackpot determination random number judgment table d shown in Figure 6 (d). According to this special 1 jackpot determination random number judgment table d, if the jackpot determination random number is 10001 to 10308, it is judged as a jackpot, if the jackpot determination random number is 20001 to 20655, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is approximately 1 / 212.8, and the small jackpot probability is approximately 1 / 100.0.

[0084] When the setting value is set to 5 (registered setting value = 5), the big prize lottery is performed by referring to the special 1 jackpot determination random number judgment table e shown in Figure 6 (e). According to this special 1 jackpot determination random number judgment table e, if the jackpot determination random number is 10001 to 10318, it is judged as a jackpot, if the jackpot determination random number is 20001 to 20655, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is approximately 1 / 206.1, and the small jackpot probability is approximately 1 / 100.0.

[0085] When the setting value is set to 6 (registered setting value = 6), the lottery for the big prize is performed by referring to the special 1 jackpot determination random number judgment table f shown in Figure 6 (f). According to this special 1 jackpot determination random number judgment table f, if the jackpot determination random number is 10001 to 10328, it is judged as a jackpot, if the jackpot determination random number is 20001 to 0655, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the probability of a jackpot is approximately 1 / 198.8, and the probability of a small jackpot is approximately 1 / 100.0.

[0086] 7 is a diagram illustrating a special 2 jackpot determination random number judgment table according to an embodiment. When starting a lottery for a special 2 reserved jackpot, the special 2 jackpot determination random number judgment table is referenced. The special 2 jackpot determination random number judgment table is also provided for each set value, just like the special 1 jackpot determination random number judgment table.

[0087] When the setting value is set to 1 (registered setting value = 1), the big prize lottery is performed by referring to the special 2 jackpot determination random number judgment table a shown in Figure 7 (a). According to this special 2 jackpot determination random number judgment table a, if the jackpot determination random number is 10001 to 10278, it is judged as a jackpot, if the jackpot determination random number is 20001 to 28856, it is judged as a small jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, in this case, the jackpot probability is approximately 1 / 235.7, and the small jackpot probability is approximately 1 / 7.4.

[0088] Similarly, when the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big prize lottery is performed by referring to the special 2 jackpot determination random number judgment tables b to f shown in Figures 7(b) to (f). According to these special 2 jackpot determination random number judgment tables b to f, a jackpot is determined when the jackpot determination random number is the value shown. Therefore, when the setting value is 2 to 6, the jackpot probability is approximately 1 / 227.6 to 1 / 199.8, respectively, and the small jackpot probability is approximately 1 / 7.4.

[0089] As described above, the big prize lottery is conducted according to the registered setting value. At this time, the probability of winning the big prize differs according to the registered setting value, and when the registered setting value is large, it is easier to win the big prize than when the registered setting value is small. Here, even if the registered setting value differs, the probability of winning the small prize does not change, but the probability of winning the small prize may be different for each registered setting value. Also, a small prize is not required, and only either a big prize or a loss may be determined in the big prize lottery.

[0090] FIG. 8 is a diagram illustrating a winning symbol random number determination table according to an embodiment. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from a range of 0 to 99. When the result of the major role lottery is a "big win" or a "small win," the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table. If a "big win" is won by the special 1 reserved symbol, the special 1 winning symbol random number determination table a is selected, as shown in FIG. 8(a). If a "small win" is won by the special 1 reserved symbol, the special 1 winning symbol random number determination table b is selected, as shown in FIG. 8(b). If a "big win" is won by the special 2 reserved symbol, the special 2 winning symbol random number determination table a is selected, as shown in FIG. 8(c). If a "small win" is won by the special 2 reserved symbol, the special 2 winning symbol random number determination table b is selected, as shown in FIG. 8(d). In the following, the special pattern determined by the winning pattern random number, i.e., the special pattern determined when a big win determination result is obtained, will be called the big win pattern, the special pattern determined when a small win determination result is obtained will be called the small win pattern, and the special pattern determined when a loss determination result is obtained will be called the loss pattern.

[0091] According to the special 1 winning symbol random number determination table a shown in Fig. 8(a) and the special 2 winning symbol random number determination table a shown in Fig. 8(c), the type of special symbol (big winning symbol) is determined as shown in the figure according to the value of the acquired winning symbol random number. Also, according to the special 1 winning symbol random number determination table b shown in Fig. 8(b) and the special 2 winning symbol random number determination table b shown in Fig. 8(d), the type of special symbol (small winning symbol) is determined as shown in the figure according to the value of the acquired winning symbol random number.

[0092] On the other hand, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 1 reservation, special pattern X is determined as the losing pattern without drawing a lottery. Also, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 2 reservation, special pattern Y is determined as the losing pattern without drawing a lottery.

[0093] In other words, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "big win" or a "small win," and is not referenced when the result of the big role lottery is a "miss." Here, the same big win symbol is determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table. However, different big win symbols may be determined in both tables, or the type of special symbol (big win symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.

[0094] Here, the selection ratio of the big win symbol and the small win symbol is common to 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.

[0095] FIG. 9 is a diagram illustrating a reach group determination random number judgment table according to an embodiment. A plurality of reach group determination random number judgment tables are provided, and a preset table is selected according to the reserved type, reserved number, game status, and variable status associated with the game status. When a game ball enters the first start opening 120 or the second start opening 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, when the big role lottery result is derived, a process is performed to determine a variable performance pattern (variation mode number, variable pattern number) that notifies the big role lottery result. In the embodiment, when the big role lottery result is a "miss," in determining the variable performance pattern, the group type is first determined by the reach group determination random number and the reach group determination random number judgment table. Note that the variable status specifies which table is referenced to determine the variable performance pattern, and is a concept set separately from the game status.

[0096] For example, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s (hereinafter simply referred to as the "reserved number") when the big role lottery is performed is 0, then the reach group determination random number judgment table 1 is selected, as shown in FIG. 9(a). Similarly, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s when the big role lottery is performed is 1, then the reach group determination random number judgment table 2 is selected, as shown in FIG. 9(b). If the number of reserved special 1s is 2 to 3, then the reach group determination random number judgment table 3 is selected, as shown in FIG. 9(c). Note that in FIG. 9, the group x listed in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type depending on the acquired reach group determination random number and the type of reach group determination random number judgment table referenced.

[0097] Here, we have explained the reach group determination random number judgment table that is referenced when a ``miss'' major role lottery result is derived based on special 1 reserve in a non-time-saving game state, but the main ROM 300b also stores many other reach group determination random number judgment tables.

[0098] In addition, if the result of the big role lottery is a "big win" or a "small win", the group type is not determined when determining the variable performance pattern. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "miss", and is not referenced when the result of the big role lottery is a "big win" or a "small win".

[0099] 10 is a diagram illustrating a reach mode determination random number judgment table according to an embodiment. This reach mode determination random number judgment table is broadly divided into a miss reach mode determination random number judgment table that is selected when the big role lottery result is a "miss," a jackpot reach mode determination random number judgment table that is selected when the big role lottery result is a "jackpot," and a small win reach mode determination random number judgment table that is selected when the big role lottery result is a "small win." Note that the miss reach mode determination random number judgment table is provided for each group type determined as described above, and the jackpot reach mode determination random number judgment table and the small win reach mode determination random number judgment table are provided for each reserve type.

[0100] In addition, each reach mode determination random number judgment table is also provided for each game state and type of symbol. Here, an example of a reach mode determination random number judgment table when a group x loses, which is referenced in a predetermined game state and type of symbol, is shown in Figure 10(a), an example of a reach mode determination random number judgment table when a special 1 jackpot is selected is shown in Figure 10(b), an example of a reach mode determination random number judgment table when a special 2 jackpot is selected is shown in Figure 10(c), an example of a reach mode determination random number judgment table when a special 1 small jackpot is selected is shown in Figure 10(d), and an example of a reach mode determination random number judgment table when a special 2 small jackpot is selected is shown in Figure 10(e).

[0101] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is a "miss," as shown in Figure 10(a), a reach mode determination random number judgment table at the time of a miss corresponding to the group type determined by the lottery for the group type is selected, and a variation mode number is determined based on the selected reach mode determination random number judgment table at the time of a miss and the reach mode determination random number. If the result of the big role lottery is a "jackpot," as shown in Figures 10(b) and 10(c), a reach mode determination random number judgment table at the time of a jackpot corresponding to the read-out reserve type is selected, and a variation mode number is determined based on the selected reach mode determination random number judgment table at the time of a jackpot and the reach mode determination random number.

[0102] Furthermore, if the result of the above-mentioned big prize lottery is a "small prize," as shown in Figures 10(d) and (e), a random number judgment table for determining the reach mode at the time of a small prize corresponding to the read-out hold type is selected, and a variable mode number is determined based on the selected random number judgment table for determining the reach mode at the time of a small prize and the reach mode determination random number.

[0103] Furthermore, in each reach mode determination random number determination table, the reach mode determination random number is associated with a fluctuation pattern random number determination table, which will be described later, along with a fluctuation mode number. The fluctuation pattern random number determination table is determined at the same time that the fluctuation mode number is determined. In FIG. 10, the table x listed in the fluctuation pattern random number determination table column indicates an arbitrary table number. Therefore, the fluctuation mode number and the table number of the fluctuation pattern random number determination table are determined according to the acquired reach group determination random number and the type of reach mode determination random number determination table being referenced. In the embodiment, the fluctuation mode number and the fluctuation pattern number, which will be described later, are set in hexadecimal. Hereinafter, hexadecimal numbers are indicated by the letter "H," but the notation ○○H in FIGS. 10 to 12 indicates an arbitrary value expressed in hexadecimal.

[0104] As described above, when the result of the big role lottery is a "miss," the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 9. Then, depending on the determined group type and the game state, the variation mode number and variation pattern random number judgment table are determined by the reach mode determination random number judgment table when a miss is shown in Figure 10(a) and the reach mode determination random number.

[0105] On the other hand, if the result of the big prize lottery is a "big win" or a "small win," the reach mode determination random number judgment table shown in Figure 10, which corresponds to the determined big win pattern or small win pattern (type of special pattern), the game state at the time of winning the big win or small win, etc., will be referenced, and the reach mode determination random number will be used to determine the fluctuation mode number and fluctuation pattern random number judgment table.

[0106] 11 is a diagram illustrating a fluctuation pattern random number determination table according to an embodiment. Here, a fluctuation pattern random number determination table x of a predetermined table number x is shown, but in addition, many other fluctuation pattern random number determination tables are provided for each table number.

[0107] When a game ball enters the first starting hole 120 or the second starting hole 122, one fluctuation pattern random number is acquired from the range of 0 to 238. Then, based on the fluctuation pattern random number determination table determined at the same time as the above fluctuation mode number and the acquired fluctuation pattern random number, a fluctuation pattern number is determined as shown in the figure.

[0108] In this way, when the big role lottery is performed, a variation mode number and a variation pattern number are determined according to the big role lottery result, the determined symbol type, the game state, the number of reserved symbols, the reserved symbol type, etc. These variation mode numbers and variation pattern numbers specify the variation performance pattern, and each of them is associated with the mode and time of the variation performance.

[0109] Fig. 12 is a diagram illustrating a fluctuation time determination table according to an embodiment. As described above, once the fluctuation mode number is determined, fluctuation time 1 is determined according to the fluctuation time 1 determination table shown in Fig. 12(a). According to this fluctuation time 1 determination table, fluctuation time 1 is associated with each fluctuation mode number, and the corresponding fluctuation time 1 is determined according to the determined fluctuation mode number.

[0110] Furthermore, as described above, once the fluctuation pattern number is determined, fluctuation time 2 is determined according to the fluctuation time 2 determination table shown in Figure 12 (b). According to this fluctuation time 2 determination table, fluctuation time 2 is associated with each fluctuation pattern number, and the corresponding fluctuation time 2 is determined according to the determined fluctuation pattern number. The total time of the fluctuation times 1 and 2 determined in this way is the time of the fluctuation performance that notifies the result of the big role lottery, that is, the fluctuation time.

[0111] When the variation mode number is determined in the above manner, a variation mode command corresponding to the determined variation mode number is sent to the sub-control board 330, and when the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is sent to the sub-control board 330. The sub-control board 330 determines mainly the first half of the variation performance based on the received variation mode command, and mainly determines the second half of the variation performance based on the received variation pattern command, details of which will be described later. Note that, hereinafter, the variation mode number and variation pattern number will be collectively referred to as variation information, and the variation mode command and variation pattern command will be collectively referred to as variation command.

[0112] Fig. 13 is a diagram illustrating a first special electric device activation ram set table according to an embodiment, and Fig. 14 is a diagram illustrating a second special electric device activation ram set table according to an embodiment. The first special electric device activation ram set table and the second special electric device activation ram set table store various data for controlling a major prize game or a small prize game, and during a major prize game or a small prize game, the first large prize opening solenoid 126c and the second large prize opening solenoid 128c are controlled to be energized by referring to the first special electric device activation ram set table or the second special electric device activation ram set table. Hereinafter, the first special electric device activation ram set table and the second special electric device activation ram set table will be collectively referred to simply as the special electric device activation ram set table. In reality, there are multiple special electric device activation RAM set tables for each type of special symbol (big win symbol and small win symbol), and depending on the type of special symbol determined, the corresponding table is set at the start of the big win game or small win game, but here, for the sake of explanation, the control data for all special symbols is shown in one table.

[0113] When the special symbols A, B, and C, which are the jackpot symbols, are determined, an opening / closing process is executed to control the opening and closing of the first large prize opening 126 in a predetermined opening / closing pattern, with reference to the first special electric accessory activation ram set table, as shown in Figure 13. Also, when the special symbols a, b, and c, which are the small prize symbols, are determined, an opening / closing process is executed to control the opening and closing of the first large prize opening 126 and the second large prize opening 128 in a predetermined opening / closing pattern, with reference to the second special electric accessory activation ram set table, as shown in Figure 14. The big prize game is made up of multiple rounds of play in which the first large prize opening 126 is opened and closed a predetermined number of times, and the small prize game is made up of only one round of play in which the second large prize opening 128 is opened and closed a predetermined number of times.

[0114] According to the special electric device operation ram set table, the opening time (waiting time until the first round play starts), the maximum number of times the special electric device operates (the number of round play times executed during one big role play or small role play), the opening large prize opening (the first large prize opening 126 and the second large prize opening 128 opened in each round play), the number of times the special electric device opens and closes (the number of times the first large prize opening 126 and the second large prize opening 128 are opened during one round play), the solenoid energization time (the first large prize opening solenoid 126c and the second large prize opening solenoid 126c for each number of times the first large prize opening 126 and the second large prize opening 128 are opened), The power supply time of the prize port solenoid 128c, i.e., the opening time of the first large prize port 126 and the second large prize port 128 in one play), the specified number (the maximum number of prizes that can be won in the first large prize port 126 and the second large prize port 128 in one round of play), the effective time for closing the large prize port (the closing time of the first large prize port 126 and the second large prize port 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the normal special play is resumed) are pre-stored as control data for the big prize game for each type of big prize pattern as shown in the figure.

[0115] In this embodiment, when the special symbol A, which is the jackpot symbol, is determined, a big win game consisting of four rounds of play is executed, and when the special symbols B or C are determined, a big win game consisting of ten rounds of play is executed. Each round of play ends when a specified number (10) of game balls enter the first big winning opening 126 or when a specified time (29.0 seconds) has elapsed since the first big winning opening 126 was opened.

[0116] 14, when the special symbols a, b, and c, which are small win symbols, are determined, a small win game consisting of one round of play is first executed. In this small win game, the second large prize opening 128 is repeatedly opened and closed. In a small win game executed when the special symbol a is determined, the second large prize opening 128 is opened only once for 0.1 seconds. In a small win game executed when the special symbols b and c are determined, the second large prize opening 128 is opened for 0.1 seconds and then closed for 3.0 seconds, and then the opening for 0.1 seconds and the closing for 1.0 seconds are repeated nine times.

[0117] Here, a specific area 140b and a non-specific area 140c are provided inside the second large prize opening 128, and a gaming ball that enters the second large prize opening 128 always enters the specific area 140b or the non-specific area 140c. Then, in a small prize game, if a gaming ball that enters the second large prize opening 128 enters the specific area 140b, a large prize game in which the first large prize opening 126 is opened is executed following the small prize game.

[0118] At this time, if the special symbols a and b, which are small win symbols, are determined, the first big prize opening 126 is opened once every 29.0 seconds, and a round game is played four times. Also, if the special symbol c, which is a small win symbol, is determined, a round game is played nine times in the big win game.

[0119] FIG. 15 is a diagram illustrating the opening and closing of the second large prize opening 128 and the opening and closing of the specific area 140b by the movable member 142 according to the embodiment. As shown in FIG. 15, in a small prize game in which the second large prize opening 128 is opened, the movable member 142 momentarily opens the specific area 140b (for about 0.1 seconds) simultaneously with the opening of the second large prize opening 128, then maintains the specific area 140b in a closed state for a predetermined time, and then maintains the specific area 140b in an open state again. Then, as shown in FIG. 15(a), when the special symbol a is determined and a small prize game is executed, the second large prize opening 128 is opened for only 0.1 seconds from the start of the small prize game (round game). During this time, it takes a predetermined time for the game ball that has entered the second large prize opening 128 to reach the specific area 140b. Therefore, when the game ball that has entered the second large winning port 128 reaches the specific area 140b, the specific area 140b is always closed, and as a result, when the special pattern a is determined and a small winning game is executed, the game ball will not enter the specific area 140b.

[0120] In addition, if an unforeseen event occurs, such as a gaming ball getting stuck in the second large winning opening 128, or a gaming ball becoming stuck in the second large winning opening 128 for a long period of time for some reason, there is a possibility that the gaming ball will enter the specific area 140b even in a small winning game in which the special symbol a is determined and executed. Therefore, in this specification, for ease of understanding, the words "always" and "certainly" are used in explanations, but this is based on the premise that the gaming machine 100 is in an appropriate state for progressing with the game and that no unforeseen event has occurred, and does not mean a physical 100% probability.

[0121] 15(b), when the special symbols b and c are determined and a small prize game is executed, the second large prize opening 128 is opened a total of 10 times in the small prize game. Therefore, although a gaming ball that enters the second large prize opening 128 at the same time as the first opening of the second large prize opening 128 may not be able to enter the specific area 140b, a gaming ball that enters the second large prize opening 128 when the second large prize opening 128 is opened thereafter can reliably enter the specific area 140b. Although a detailed explanation is omitted, a structure that decelerates the gaming ball rolling over the second large prize opening 128 is provided above the second large prize opening 128, so that if the gaming ball is launched appropriately into the second game area 116b from the start of the small prize game, the gaming ball will always enter the specific area 140b.

[0122] 16 is a diagram illustrating a game state setting table for setting the game state after the end of a big role game according to an embodiment. In the embodiment, when a big role game is executed, the game state after the end of the big role game is set according to the type of special symbol determined. According to this game state setting table, regardless of whether the special symbol A, B, C, a, b, or c is determined, the game state is set to a time-saving game state after the end of the big role game.

[0123] Furthermore, when the game state is set to the time-saving game state, the number of times the time-saving game state will continue (hereinafter referred to as the "time-saving count") is set. Here, if the special symbols A and a are selected, the time-saving count is set to 1, and if the special symbols B, C, b, and c are selected, the time-saving count is set to 7. This means that the time-saving game state will continue until the big prize lottery result is confirmed once or seven times. However, the above-mentioned time-saving count indicates the maximum number of times the time-saving game state will continue. If a jackpot is won before the above-mentioned number of times continues is reached, the game state and the time-saving count will be set again. Therefore, when the time-saving game state is set after the big prize game ends, if a jackpot lottery result is not derived in the time-saving game state and a miss or small prize lottery result is derived once or seven times, the game state will be changed to the non-time-saving game state.

[0124] Here, in the time-saving game state, the remaining number of time-saving plays is subtracted each time the result of the big role lottery is determined, and when the remaining number of time-saving plays reaches 0, the game state changes to a non-time-saving game state. At this time, the number of time-saving plays is subtracted only when the result of the big role lottery based on the special 2 reserve is determined. In other words, after playing a big role, when the result of the big role lottery based on the special 2 reserve is determined 1 or 7 times, the remaining number of time-saving plays becomes 0, and the game state changes to a non-time-saving game state.

[0125] Here, when the time-saving game state is set, the number of time-saving times is made different depending on the type of special symbol, but the number of time-saving times may be set to the same number regardless of the type of special symbol. Also, here, the number of time-saving times is subtracted only when the result of the big role lottery based on the special 2 reserve is determined, but the number of time-saving times may also be subtracted when the result of the big role lottery based on the special 1 reserve is determined.

[0126] 17 is a diagram illustrating a winning determination random number judgment table according to an embodiment. When a gaming ball flowing down the gaming area 116 passes through the gate 124, a normal symbol determination process (hereinafter referred to as a "normal symbol lottery") is performed, which is associated with whether or not to control the energization of the movable piece 122b of the second starting port 122.

[0127] As will be described in more detail later, when a gaming ball passes through gate 124, one winning determination random number is obtained from the range of 0 to 99, and this random number value is stored in the general map reserve memory area of ​​main RAM 300c, up to a maximum of four. In other words, the general map reserve memory area has four memory sections for saving winning determination random numbers. Therefore, if a gaming ball passes through gate 124 with winning determination random numbers stored in all four memory sections of the general map reserve memory area, no winning determination random number will be stored based on the passage of that gaming ball. Hereinafter, the winning determination random number stored in the general map reserve memory area after a gaming ball passes through gate 124 will be referred to as the general map reserve.

[0128] When the normal symbol lottery is started in the non-time-saving game state, a win determination random number determination table for the non-time-saving game state is referenced, as shown in Figure 17(a). According to this win determination random number determination table for the non-time-saving game state, if the win determination random number is 0, a winning symbol is determined as the normal symbol type, and if the win determination random number is 1 to 99, a losing symbol is determined as the normal symbol type. Therefore, the probability of a winning symbol being determined in the non-time-saving game state, i.e., the probability of winning, is 1 / 100. As will be described in detail later, if a winning symbol is determined in this normal symbol lottery, the second start opening 122 is controlled to an open state, and if a losing symbol is determined, the second start opening 122 is maintained in a closed state.

[0129] Also, when the normal symbol lottery is started in the time-saving gaming state, a time-saving gaming state winning determination random number determination table is referenced, as shown in Figure 17(b). According to this time-saving gaming state winning determination random number determination table, if the winning determination random number is 0 to 98, a winning symbol is determined as the type of normal symbol, and if the winning determination random number is 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability of determining a winning symbol in the time-saving gaming state, i.e., the probability of winning, is 99 / 100.

[0130] FIG. 18(a) is a diagram illustrating a normal symbol variation time data table according to an embodiment, and FIG. 18(b) is a diagram illustrating an opening / closing control pattern table according to an embodiment. As described above, when a normal symbol lottery is conducted, the normal symbol variation time is determined. The normal symbol variation time data table is referenced when determining the normal symbol variation time when a winning symbol or a 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 a non-time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to a time-saving game state, the variation time is determined to be 1 second. Once the variation time is determined in this manner, the normal symbol display 168 displays a variable (blinking) display for the determined time. When a winning symbol is determined, the normal symbol display 168 lights up, and when a losing symbol is determined, the normal symbol display 168 turns off.

[0131] Then, when a winning symbol is determined by the normal symbol lottery and the normal symbol display 168 lights up, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to the opening / closing control pattern table, as shown in Fig. 18(b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when energization of the normal electric role solenoid 122c begins, but here, for convenience of explanation, the control data corresponding to each game state is shown in one table.

[0132] When a winning symbol is determined, the second starting hole 122 is controlled to open and close with reference to the opening and closing control pattern table, as shown in FIG. 18(b). According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 begins to open), the maximum number of times the normal electric role device is switched on and off (number of times the second start port 122 is opened), the solenoid power supply time (power supply time of the normal electric role device solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of the second start port 122 once), the specified number (the maximum number of winning entries into the second start port 122 while it is fully open), the normal power closing effective time (the closing time between each opening of the second start port 122, i.e., the pause time), the normal power active state time (waiting time from the end of the last opening of the second start port 122), and the normal power end waiting time (waiting time until the variable display of the normal pattern described below is resumed after the normal power active state time has elapsed) are pre-stored as control data for the second start port 122 for each game state, as shown in the figure.

[0133] In this way, the non-time-saving game state and the time-saving game state are each associated with an opening / closing control condition for opening and closing the second start port 122 as a game progress condition, and in the time-saving game state, it is easier for a game ball to enter the second start port 122 than in the non-time-saving game state. In other words, in the time-saving game state, as long as a game ball passes through the gate 124, regular lotteries are held one after another, and the second start port 122 is frequently opened, so the player can hold big role lotteries while reducing the consumption of game balls.

[0134] The opening / closing conditions for the second start opening 122 prescribe three elements: the probability of winning a normal symbol, the time for which the normal symbol is displayed in a variable manner, and the opening time of the second start opening 122. In this embodiment, two of these elements are set to be more advantageous for the time-saving game state than for the non-time-saving game state, so that a game ball is more likely to enter the second start opening 122 in the time-saving game state than in the non-time-saving game state. However, one or three of the three elements may be set to be more advantageous for the time-saving game state than the non-time-saving game state. In any case, by making the time-saving game state more advantageous than the non-time-saving game state in at least one element, it is possible to make it easier for a game ball to enter the second start opening 122 in the time-saving game state than in the non-time-saving game state overall. In other words, when the game state is set to a non-time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a first condition, and when the game state is set to a time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a second condition that is more likely to be in the open state than the first condition.

[0135] Next, the main processing of the main control board 300 as the game progresses in the gaming machine 100 will be described.

[0136] 19 is a diagram illustrating a gaming machine status flag according to an embodiment. In the main control board 300, the gaming machine status flag controls whether or not a game can be played. The gaming machine status flag is set to one of six flag values ​​from 00H to 05H. A flag value of the gaming machine status flag = 00H indicates a playable state, and when the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is other than 00H, the game is stopped.

[0137] A flag value of 01H for the gaming machine status flag indicates a setting change state, and when the gaming machine status flag is 01H, it is possible to change the registered setting value. A flag value of 02H for the gaming machine status flag indicates a setting confirmation state, and when the gaming machine status flag is 02H, the registered setting value can be confirmed by displaying it on the performance display monitor 184, for example. A flag value of 03H for the gaming machine status flag indicates a setting abnormality state, and when the gaming machine status flag is 03H, the registered setting value is considered abnormal and game play is stopped. A flag value of 04H for the gaming machine status flag indicates a RAM abnormality state, and when the gaming machine status flag is 04H, game play is stopped. A flag value of 05H for the gaming machine status flag indicates a checksum abnormality state, and when the gaming machine status flag is 05H, game play is stopped. When the power is turned on, the gaming machine status flag is set to one of the flag values, and processing according to the gaming machine status flag is performed.

[0138] (CPU initialization process of main control board 300) Figure 20 is a first flowchart explaining the CPU initialization processing in the main control board 300 according to the embodiment, and Figure 21 is a second flowchart explaining the CPU initialization processing in the main control board 300 according to the embodiment.

[0139] 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).

[0140] (Step S100-1) When the power is turned on, the main CPU 300a reads a boot program from the main ROM 300b as an initial setting process, and also performs setting processes required to execute various processes.

[0141] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.

[0142] (Step S100-5) The main CPU 300a determines whether a power-off warning signal has been detected. The main control board 300 is provided with a power-off detection circuit, which outputs a power-off warning signal when the power supply voltage drops below a predetermined value. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.

[0143] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. If it is determined that the wait time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5.

[0144] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.

[0145] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine status flag before the power is turned off into the D register.

[0146] (Step S100-13) The main CPU 300a calculates the checksum and determines whether the calculated checksum matches the checksum saved at the time of power-off (is normal) and whether the backup flag is normal. If the main CPU 300a determines that the backup flag and checksum are normal, it proceeds to step S100-15. If it determines that either or both of them are abnormal, it proceeds to step S100-25.

[0147] (Step S100-15) The main CPU 300a sets an address that does not include a setting value or a gaming machine status flag as the first address to be cleared in the main RAM 300c.

[0148] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal has been input from the RAM clear switch 182s (whether the RAM clear button has been pressed). If it is determined that a RAM clear operation signal has been input, the main CPU 300a proceeds to step S100-31, and if it is determined that a RAM clear operation signal has not been input, the main CPU 300a proceeds to step S100-19.

[0149] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine status flag loaded in step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. If it is determined that all three conditions are met, the process proceeds to step S100-21. If it is determined that any one of the three conditions is not met, the process proceeds to step S100-23.

[0150] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (setting confirmation status). That is, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s on, and the RAM clear button not pressed, the setting confirmation status is entered.

[0151] (Step S100-23) The main CPU 300a executes initialization processing to clear the areas of the main RAM 300c that are to be cleared when the power is restored, which are areas after the start address set in step S100-15, and then proceeds to step S100-49.

[0152] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0153] (Step S100-27) The main CPU 300a performs an outside area read / write check process that checks and clears the read / write memory in the unused area.

[0154] (Step S100-29) The main CPU 300a sets an address including the set value and the gaming machine status flag as the first address to be cleared in the main RAM 300c.

[0155] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.

[0156] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in step S100-31 is normal. If it is determined to be normal, the process proceeds to step S100-37. If it is determined to be abnormal, the process proceeds to step S100-35.

[0157] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and moves the process to step S100-45.

[0158] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. If it is determined that 02H is set, the process proceeds to step S100-39. If it is determined that 02H is not set, the process proceeds to step S100-41.

[0159] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.

[0160] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. If it is determined that the setting change conditions are met, the process proceeds to step S100-43. If it is determined that the setting change conditions are not met, the process proceeds to step S100-45. Note that the setting change conditions here include at least the following: the setting change switch 180s is on; the middle frame 104 is open; and a RAM clear operation signal is input from the RAM clear switch 182s.

[0161] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.

[0162] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.

[0163] (Step S100-47) The main CPU 300a executes initialization processing to clear the items in the main RAM 300c that are to be cleared when the RAM is cleared, and then proceeds to step S100-49.

[0164] (Step S100-49) The main CPU 300a performs a transmission process (storing the RAM clear command in a transmission buffer) of a dispensing command (RAM clear command) to notify the dispensing control board 310 that the main RAM 300c has been cleared.

[0165] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0166] (Step S100-53) The main CPU 300a determines whether the gaming machine status flag loaded in step S100-51 is 00H (playable state). If it is determined that the flag is 00H, the process proceeds to step S110. If it is determined that the flag is not 00H, the process proceeds to step S100-55.

[0167] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.

[0168] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0169] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0170] (Step S100-59) The main CPU 300a performs processing to disable interrupts.

[0171] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is used to determine the initial value and the end value of the winning symbol random number. In other words, when the winning symbol random number goes through one cycle from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number - 1 by the update process of the winning symbol random number described later, the winning symbol random number will be updated to the initial value update random number for the winning symbol random number at that time.

[0172] (Step S100-63) The main CPU 300a analyzes the received data (main command) received from the dispensing control board 310, and executes various processes according to the received data.

[0173] (Step S100-65) The main CPU 300 a performs processing to transmit the sub-commands stored in the transmission buffer to the sub-control board 330 .

[0174] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.

[0175] (Step S100-69) The main CPU 300a updates the reach group determination random number, reach mode determination random number, and variation pattern random number, and thereafter repeats the process from step S100-59. Note that, hereinafter, the reach group determination random number, reach mode determination random number, and variation pattern random number for determining the variation presentation pattern are collectively referred to as variation presentation random numbers.

[0176] FIG. 22 is a flowchart illustrating the subcommand group setting process (S110) in the main control board 300 according to the embodiment.

[0177] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.

[0178] (Step S110-3) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0179] (Step S110-5) The main CPU 300a performs a model command setting process to set a model command indicating model information of the gaming machine 100 in a transmission buffer.

[0180] (Step S110-7) The main CPU 300a performs a setting value designation command setting process for setting a setting value designation command indicating a registered setting value in a transmission buffer.

[0181] (Step S110-9) The main CPU 300a performs a special chart 1 reservation designation command setting process that sets a special chart 1 reservation designation command indicating the special chart 1 reservation number in the transmission buffer.

[0182] (Step S110-11) The main CPU 300a performs a special 2 reserve designation command setting process to set a special 2 reserve designation command indicating the special 2 reserve number in the transmission buffer.

[0183] (Step S110-13) The main CPU 300a performs a count command setting process for setting a count command indicating the remaining number of times in the time-shortened gaming state in a transmission buffer.

[0184] (Step S110-15) The main CPU 300a performs a fluctuation pattern selection state designation command setting process for setting a fluctuation pattern selection state designation command indicating a fluctuation pattern selection state in a transmission buffer.

[0185] (Step S110-17) The main CPU 300a performs a special game phase designation command setting process to set a special game phase designation command indicating a special game management phase in a transmission buffer. The special game management phase will be described later.

[0186] (Step S110-19) The main CPU 300a determines whether the special game management phase is in a special symbol change waiting state. If it is determined that the special symbol change waiting state is in effect, the main CPU 300a proceeds to step S110-21, and if it is determined that the special symbol change waiting state is not in effect, the sub-command group set process is terminated.

[0187] (Step S110-21) The main CPU 300a sets the customer waiting designation command in the transmission buffer, and ends the sub-command group setting process.

[0188] Next, a description will be given of interrupt processing in the main control board 300. Here, a description will be given of power-off save processing (XINT interrupt processing) and timer interrupt processing.

[0189] (Main control board 300 power off evacuation process (XINT interrupt process)) 23 is a flowchart illustrating the power-off save process (XINT interrupt process) in the main control board 300 according to the embodiment. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts the CPU initialization process and executes the power-off save process.

[0190] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.

[0191] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0192] (Step S300-5) The main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.

[0193] (Step S300-7) The main CPU 300a restores the register.

[0194] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.

[0195] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0196] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.

[0197] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.

[0198] (Step S300-17) The main CPU 300a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.

[0199] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0200] (Step S300-21) The main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-17. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-23.

[0201] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.

[0202] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is 0. If it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the CPU initialization process (step S100) described above.

[0203] In addition, if a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are being looped.

[0204] (Timer interrupt processing of main control board 300) 24 is a flowchart illustrating timer interrupt processing in the main control board 300 according to the embodiment. The main control board 300 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (4 milliseconds in the embodiment, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs in the CPU initialization process (step S100), and the following timer interrupt processing is executed.

[0205] (Step S400-1) The main CPU 300a saves the registers.

[0206] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.

[0207] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to the output port and executes dynamic port output processing that controls the lighting of the first special pattern display 160, the second special pattern display 162, the first special pattern reserve display 164, the second special pattern reserve display 166, the normal pattern display 168, the normal pattern reserve display 170, the right hit notification display 172, and the performance display monitor 184.

[0208] (Step S400-7) The main CPU 300a reads various types of input port information and executes port input processing to accurately obtain the latest switch status.

[0209] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.

[0210] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it is determined that the flag value is 00H, the process proceeds to step S400-15. If it is determined that the flag value is not 00H, the process proceeds to step S400-13.

[0211] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is equal to or greater than 03H (abnormal setting state). If it is determined that the flag value is equal to or greater than 03H, the process proceeds to step S400-27. If it is determined that the flag value is not equal to or greater than 03H, the process proceeds to step S450.

[0212] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.

[0213] (Step S400-15) The main CPU 300a performs a timer update process to update various timer counters. Here, unless otherwise specified, the timer counters are decremented each time the main control board 300 executes a timer interrupt process, and the decrement stops when the counter reaches 0.

[0214] (Step S400-17) The main CPU 300a executes the update process of the initial value update random number for the winning symbol random number, similar to the above step S100-61.

[0215] (Step S400-19) The main CPU 300a performs a process to update the winning symbol random number. Specifically, the random number counter is updated by adding 1, and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0, and if the random number counter has completed one cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.

[0216] Although a detailed explanation will be omitted, in this embodiment, the jackpot determination random number and the winning determination random number use hardware random numbers updated by a hardware random number generation unit built into the main control board 300. The hardware random number generation unit updates both the jackpot determination random number and the winning determination random number according to a set rule, automatically changes the random number sequence every time the random number sequence completes one cycle, and changes the start value every time the system is reset.

[0217] (Step S500) The main CPU 300a executes a switch management process to determine whether or not a signal has been input from the first start hole detection switch 120s, the second start hole detection switch 122s, the gate detection switch 124s, the first large prize hole detection switch 126s, the second large prize hole detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management process will be described later.

[0218] (Step S600) The main CPU 300a executes a special game management process for controlling the progress of the special game, which will be described in detail later.

[0219] (Step S700) The main CPU 300a executes a normal game management process for controlling the progress of the normal game. Details of this normal game management process will be described later.

[0220] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results.

[0221] (Step S400-23) The main CPU 300a checks the general prize opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, the first large prize opening detection switch 126s, and the second large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.

[0222] (Step S400-25) The main CPU 300a executes a payout control management process to create and send a payout command based on the counter value of the counter for controlling the winning balls set in step S400-23.

[0223] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information to be output from the game information output terminal board 312 to the outside.

[0224] (Step S400-29) The main CPU 300a executes an LED display setting process that sets display data for controlling the lighting of various indicators (LEDs), such as the first special pattern indicator 160, the second special pattern indicator 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern indicator 168, the normal pattern reserved indicator 170, and the right-hit notification indicator 172, in an output buffer corresponding to each common.

[0225] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process to synthesize the solenoid output images of the normal electric role solenoid 122c, the first large prize opening solenoid 126c, the second large prize opening solenoid 128c and the movable member drive solenoid 142c and store them in an output port buffer.

[0226] (Step S400-33) The main CPU 300a executes a port output process for outputting the values ​​of the common output buffers stored in the respective output port buffers to the output ports.

[0227] (Step S400-35) The main CPU 300a performs processing to disable interrupts.

[0228] (Step S400-37) The main CPU 300a uses the unused area of ​​the main RAM 300c to perform processing for calculating a base ratio to be displayed on the performance display monitor 184, and executes a performance display monitor control processing for setting common data for displaying the calculated base ratio on the performance display monitor 184 in a common output buffer. In the performance display monitor control processing, the base ratio is calculated for each predetermined period. Here, the performance display monitor 184 may alternate between displaying the base ratio for the current period and the base ratio for the previous period at predetermined time intervals. Furthermore, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation.

[0229] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.

[0230] FIG. 25 is a flowchart illustrating the setting-related process (S450) according to the embodiment.

[0231] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (setting change status). If it is determined that the flag value is 01H, the process proceeds to step S450-3. If it is determined that the flag value is not 01H, the process proceeds to step S450-15.

[0232] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a predetermined processing area.

[0233] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s has been pressed (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 182s has been pressed, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s has not been pressed, the process proceeds to step S450-9.

[0234] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.

[0235] (Step S450-9) Main CPU 300a determines whether the setting value of the processing region is in the range of 1 to 6. As a result, if it is determined that the setting value is in the range of 1 to 6, it proceeds to step S450-13, and if it is determined that the setting value is not in the range of 1 to 6, it proceeds to step S450-11.

[0236] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.

[0237] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.

[0238] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is on. If it is determined that the setting change switch 180s is on, the setting-related processing ends, but if it is determined that the setting change switch 180s is not on, the processing proceeds to step S450-17.

[0239] (Step S450-17) The main CPU 300a sets a setting-related end designation command indicating the end of the setting-related processing in the transmission buffer.

[0240] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 22. That is, when the setting-related process is executed, at the end of the process, the model command, the setting value designation command, the special chart 1 hold designation command, the special chart 2 hold designation command, the number of times command, the variable pattern selection state designation command, the special chart phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.

[0241] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.

[0242] As described above, according to the embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (Fig. 20). After that, the timer interrupt process is executed, but since the gaming machine status flag is set to 01H (setting change status), all processes related to the progress of the game (steps S400-15 to S400-25 in Fig. 24) are stopped, and setting-related processes are executed.

[0243] The setting-related process is repeatedly executed while the setting change switch 180s is on, and during this setting-related process, pressing the RAM clear button is accepted as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that accepts the setting change operation, the registered setting value stored in the setting value buffer is switched to one of multiple stages of setting values ​​in accordance with the setting change operation.

[0244] Then, when the setting change switch 180s is switched off while the gaming machine status flag is set to 01H (setting change status), the setting change process ends and the gaming machine status flag is set to 00H (playable status). This allows the process related to the progress of the game to be executed from the next timer interrupt process.

[0245] Here, in the setting-related processing according to the embodiment, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation of the registered setting value has finished, the setting value designation command corresponding to the registered setting value is sent to the sub-control board 330 in the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value designation command is not sent to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not sent, and when the acceptance of the setting change operation has finished and the state has shifted to one in which game progress can be made, the risk of the registered setting value being obtained fraudulently can be reduced.

[0246] In addition, in the embodiment, a plurality of flag values ​​including at least 01H (setting change state) are switched. Then, when the gaming machine state flag is set to 01H (setting change state), setting-related processing becomes executable, and progress of the game is stopped. In this way, since setting-related processing is not executed while a game is in progress, a setting value designation command is not sent while a game is in progress, and the risk of the registered setting value being obtained fraudulently is reduced.

[0247] Next, among the above-mentioned timer interrupt processing, the switch management processing in step S500, the special game management processing in step S600, and the normal game management processing in step S700 will be described in detail.

[0248] FIG. 26 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the embodiment.

[0249] (Step S500-1) The main CPU 300a determines whether the gate detection switch is on, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned on. As a result, if it is determined that the gate detection switch is on, the process proceeds to step S510, and if it is determined that the gate detection switch is not on, the process proceeds to step S500-3.

[0250] (Step S510) The main CPU 300a executes gate passing processing based on the passage of the gaming ball through the gate 124. Details of this gate passing processing will be described later.

[0251] (Step S500-3) The main CPU 300a determines whether the first start hole detection switch is on, that is, whether a game ball has entered the first start hole 120 and a detection signal has been input from the first start hole detection switch 120s. If it is determined that the first start hole detection switch is on, the process proceeds to step S520, and if it is determined that the first start hole detection switch is not on, the process proceeds to step S500-5.

[0252] (Step S520) The main CPU 300a executes first start hole passage processing based on the entry of the gaming ball into the first start hole 120. Details of this first start hole passage processing will be described later.

[0253] (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.

[0254] (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.

[0255] (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.

[0256] (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.

[0257] (Step S500-11) The main CPU 300a determines whether the specific area detection switch is on, that is, whether the gaming ball has entered the specific area 140b and a detection signal has been input from the specific area detection switch 140s. If it is determined that the specific area detection switch is on, the process proceeds to step S540, and if it is determined that the specific area detection switch is not on, the process proceeds to step S500-13.

[0258] (Step S540) The main CPU 300a executes a specific area passing process based on the entry of the gaming ball into the specific area 140b, and ends the switch management process. The specific area passing process will be described in detail later.

[0259] (Step S500-13) The main CPU 300a determines whether the general winning opening detection switch is on, that is, whether a gaming 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 the general winning opening detection switch is on, the process proceeds to step S500-15, and if it is determined that the general winning opening detection switch is not on, the process proceeds to step S500-17.

[0260] (Step S500-15) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.

[0261] (Step S500-17) The main CPU 300a determines whether the out ball detection switch is on, i.e., whether a detection signal has been input from the out ball detection switch 130s. If it is determined that the out ball detection switch is on, the process proceeds to step S500-19, and if it is determined that the out ball detection switch is not on, the switch management process is terminated.

[0262] (Step S500-19) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.

[0263] FIG. 27 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to the embodiment.

[0264] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generator.

[0265] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal symbol reserved ball counter is equal to or greater than 4. As a result, if it is determined that the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is determined that the normal symbol reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.

[0266] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.

[0267] (Step S510-7) The main CPU 300a determines which of the four storage units in the general reserve storage area is the target storage unit in which to save the acquired winning determination random number.

[0268] (Step S510-9) The main CPU 300a saves the winning determination random number acquired in the above step S510-1 in the target storage unit calculated in the above step S510-7.

[0269] (Step S510-11) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer, and terminates the gate passing process.

[0270] FIG. 28 is a flowchart illustrating the first start port passing process (step S520) in the main control board 300 according to the embodiment.

[0271] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is used to identify whether the reserved type is special 1 reserved or special 2 reserved, and the special symbol identification value (00H) indicates special 1 reserved, and the special symbol identification value (01H) indicates special 2 reserved.

[0272] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.

[0273] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and ends the first start gate passing process. Note that this special symbol random number acquisition process is executed using a module common to the second start gate passing process (step S530). Therefore, the details of the special symbol random number acquisition process will be explained after the explanation of the second start gate passing process.

[0274] FIG. 29 is a flowchart illustrating the second start port passing process (step S530) in the main control board 300 according to the embodiment.

[0275] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0276] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.

[0277] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.

[0278] (Step S530-5) The main CPU 300a loads the normal game management phase. Note that, as will be described in detail later, the normal game management phase indicates the stage of the execution process of the normal game, i.e., the progress status of the normal game, and is updated according to the stage of the execution process of the normal game.

[0279] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is "04H." The normal game management phase "04H" indicates that the normal electric device prize opening control process is in progress. In this normal electric device prize opening control process, the normal electric device solenoid 122c is energized and the movable piece 122b is controlled to the open state, so here, it is determined whether the second start opening 122 is in a state in which it can be properly opened. If it is determined that the normal game management phase is not "04H," the second start opening passage process is terminated. If it is determined that the normal game management phase is "04H," the process proceeds to step S530-9.

[0280] (Step S530-9) The main CPU 300a updates the counter value of the normal electric device winning ball number counter to a value obtained by adding "1" to the current counter value, and ends the second start port passage process.

[0281] 30 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300 according to the embodiment. This special symbol random number acquisition process is executed using a common module in the first start port passing process (step S520) and the second start port passing process (step S530) described above.

[0282] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.

[0283] (Step S535-3) The main CPU 300a loads the number of reserved balls for the target special symbol. Here, if the special symbol identification value loaded in the above step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in the above step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved number, is loaded.

[0284] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.

[0285] (Step S535-7) The main CPU 300a determines whether the number of reserved balls for the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is determined that the number is equal to or greater than the upper limit, the process proceeds to step S535-23. If it is determined that the number is not equal to or greater than the upper limit, the process proceeds to step S535-9.

[0286] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.

[0287] (Step S535-11) The main CPU 300a determines which of the eight storage units in the special chart reservation storage area is the target storage unit in which the acquired jackpot determination random number is to be saved.

[0288] (Step S535-13) The main CPU 300a obtains the jackpot determination random number loaded in step S535-5, the winning pattern random number updated in step S400-19, 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 memory unit calculated in step S535-11.

[0289] (Step S535-15) The main CPU 300a performs a special symbol reserved ball winning order setting process for updating and storing the winning order of the special 1 reserved and special 2 reserved balls stored in the special symbol reserved storage area.

[0290] (Step S536) The main CPU 300a executes the effect determination process at the time of acquisition based on the various random numbers stored in the target memory unit in step S535-13. In this effect determination process at the time of acquisition, the newly stored special 1 reserve or special 2 reserve brings about the big role lottery result and the information related to the execution mode of the variable effect are determined at the time when these special 1 reserve or special 2 reserve are stored. Details of this effect determination process at the time of acquisition will be described later.

[0291] (Step S535-19) The main CPU 300a loads the counter values ​​of the special symbol 1 reserved ball number counter and the special symbol 2 reserved ball number counter.

[0292] (Step S535-21) The main CPU 300a sets the special symbol reservation designation command in the transmission buffer based on the counter value loaded in step S535-19 above. Here, the special symbol 1 reservation designation command is set based on the counter value (special 1 reservation number) of the special symbol 1 reservation ball number counter, and the special symbol 2 reservation designation command is set based on the counter value (special 2 reservation number) of the special symbol 2 reservation ball number counter. As a result, each time a special symbol 1 reservation or special symbol 2 reservation is stored, the special symbol 1 reservation number and the special symbol 2 reservation number are transmitted to the sub-control board 330.

[0293] (Step S535-23) The main CPU 300a loads the normal game management phase.

[0294] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 and determines whether it is below the normal electric device winning opening control state described later. If it is determined that it is below the normal electric device winning opening control state, the process proceeds to step S535-27, and if it is determined that it is not below the normal electric device winning opening control state, the special symbol random number acquisition process is terminated.

[0295] (Step S535-27) The main CPU 300a determines whether or not an abnormal winning has occurred, and if it determines that an abnormal winning has occurred, executes a start port abnormal winning error process to perform a predetermined process, and terminates the special pattern random number acquisition process (step S535).

[0296] FIG. 31 is a flowchart illustrating the acquisition time performance determination process (step S536) in the main control board 300 according to the embodiment.

[0297] (Step S536-1) The main CPU300a selects a corresponding jackpot determination random number judgment table based on the setting value being set. Specifically, if the stored reserve is a special 1 reserve, one of the corresponding special 1 jackpot determination random number judgment tables (see Figures 6(a) to 6(f)) is selected based on the setting value being set. Also, if the stored reserve is a special 2 reserve, one of the corresponding special 2 jackpot determination random number judgment tables (see Figures 7(a) to 7(f)) is selected based on the setting value being set. Then, based on the selected table and the jackpot determination random number stored in the target memory unit in step S535-13, a special symbol win provisional judgment process is performed to provisionally judge whether it is a jackpot, a small win, or a miss.

[0298] (Step S536-3) The main CPU 300a executes a special symbol provisional determination process for provisionally determining a special symbol. Here, if the result of the provisional big win lottery in step S536-1 (the result derived by the special symbol provisional win determination process) is a big win or a small win, the winning symbol random number, winning type (whether it is a big win or a small win), and reserved type stored in the target memory in step S535-13 are loaded, the corresponding winning symbol random number determination table (see FIG. 8) is selected, special symbol determination data is extracted, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. Also, if the result of the provisional big win lottery in step S536-1 is a loss, a predetermined special symbol determination data for a loss (type of loss symbol) is saved.

[0299] (Step S536-5) The main CPU 300a sets in the transmission buffer a look-ahead symbol type designation command (look-ahead designation command) corresponding to the special symbol determination data saved in step S536-3.

[0300] (Step S536-7) The main CPU 300a determines whether the result derived by the special symbol winning provisional determination process in the above step S536-1 is a big win or a small win. If it is determined to be a big win or a small win, the main CPU 300a proceeds to step S536-9, and if it is determined to be neither a big win nor a small win (a miss), the main CPU 300a proceeds to step S536-11.

[0301] (Step S536-9) The main CPU 300a sets the random number judgment table for determining the reach mode at the big win (see FIGS. 8(b) and 8(c)) or the random number judgment table for determining the reach mode at the small win (see FIGS. 8(d) and 8(e)), and moves the process to step S536-19.

[0302] (Step S536-11) The main CPU 300a loads the reach group determination random number stored in the target storage unit in step S535-13.

[0303] (Step S536-13) The main CPU 300a determines whether the reach group determination random number loaded in step S536-11 above is a fixed value (8500 or greater). Here, the group type is determined by referring to a reach group determination random number determination table, and this reach group determination random number determination table is selected according to the stored number of reserved positions. At this time, the reach group determination random number is acquired from a range of 0 to 10006, and if the value of the reach group determination random number is 8500 or greater, the same reach group determination random number determination table is selected regardless of the number of reserved positions, and if the value of the reach group determination random number is less than 8500, a different reach group determination random number determination table is selected depending on the number of reserved positions. Hereinafter, among the reach group determination random numbers, values ​​in the range of 0 to 8499, which select different reach group determination random number determination tables depending on the number of reserved positions, are referred to as indefinite values, and values ​​in the range of 8500 to 10006, which select the same reach group determination random number determination table regardless of the number of reserved positions, are referred to as fixed values. If it is determined that the reach group determination random number loaded in step S536-11 above is a fixed value (8500 or more), processing proceeds to step S536-15, and if it is determined that the reach group determination random number loaded in step S536-11 above is not a fixed value (8500 or more), processing proceeds to step S536-27.

[0304] (Step S536-15) The main CPU 300a sets a reach group determination random number judgment table (see FIG. 9). Note that there are multiple types of reach group determination random number judgment tables provided depending on the number of reserved positions, but here, a table to be used when the number of reserved positions is 0 is selected. Then, a reach group (group type) is provisionally determined based on the set reach group determination random number judgment table and the reach group determination random number stored in the target memory unit in step S535-13 above.

[0305] (Step S536-17) The main CPU 300a sets the reach mode determination random number judgment table (see FIG. 10(a)) when losing, which corresponds to the group type provisionally determined in step S536-15, and moves the process to step S536-19.

[0306] (Step S536-19) The main CPU 300a provisionally determines a variation mode number based on the reach mode determination random number judgment table set in the above step S536-9 or step S536-17 and the reach mode determination random number stored in the target memory unit in the above step S535-13. Here, a variation pattern random number judgment table is provisionally determined together with the variation mode number.

[0307] (Step S536-21) The main CPU 300a sets in the transmission buffer a read-ahead designation variation mode command (read-ahead designation command) corresponding to the variation mode number provisionally determined in step S536-19.

[0308] (Step S536-23) The main CPU 300a provisionally determines a variation pattern number based on the variation pattern random number determination table provisionally determined in the above step S536-19 and the variation pattern random number stored in the target storage unit in the above step S535-13.

[0309] (Step S536-25) The main CPU 300a sets the look-ahead designated variation pattern command (look-ahead designation command) corresponding to the variation pattern number provisionally determined in the above step S536-23 in the transmission buffer, and ends the acquisition time performance determination process.

[0310] (Step S536-27) The main CPU 300a sets in the transmission buffer an indefinite value command (pre-read specified variable mode command and pre-read specified variable pattern command = 7FH) indicating that the group type, i.e., the variable presentation pattern, will change depending on the number of holds when the hold is read out for the hold newly stored in the target memory unit, and terminates the presentation determination process at the time of acquisition.

[0311] FIG. 32 is a flowchart illustrating the specific area passing process in step S540 according to the embodiment.

[0312] (Step S540-1) If the main CPU 300a determines in step S500-11 that the specific area detection switch has been turned on, it determines whether the valid period flag is on. If it determines that the valid period flag is on, it proceeds to step S540-3, and if it determines that the valid period flag is not on, it proceeds to step S540-9.

[0313] As will be described in more detail later, this valid period flag is used to determine whether the entry of a game ball into the specific area 140b is considered valid, and in this embodiment, it is turned on at the start of a small win game (first round game).

[0314] (Step S540-3) In the above step S540-1, if it is determined that the valid period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag identifies that the gaming ball has already validly entered the specific area 140b. If it is determined that the specific area entry flag is on, the specific area passing process is terminated, and if it is determined that the specific area entry flag is not on, the process proceeds to step S540-5.

[0315] (Step S540-5) The main CPU 300a turns on the specific area entry flag.

[0316] (Step S540-7) The main CPU 300a sets a specific area entry command in the transmission buffer to notify the sub-control board 330 that the gaming ball has validly entered the specific area 140b, and ends the specific area passing process.

[0317] (Step S540-9) The main CPU 300a executes a predetermined error process.

[0318] (Step S540-11) The main CPU 300a sets an error command indicating that an error has been detected in the transmission buffer, and ends the specific area passing process.

[0319] 33 is a diagram illustrating a special game management phase according to an embodiment. As already explained, in the embodiment, a special game triggered by a game ball entering the first start port 120 or the second start port 122 and a normal game triggered by a game ball passing through the gate 124 proceed simultaneously in parallel. The processing related to the special game is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such special games by the special game management phase.

[0320] As shown in FIG. 33, the main ROM 300b stores a plurality of special game control modules for controlling the execution of special games, and each of these special game control modules is associated with a special game management phase. Specifically, when the special game management phase is "00H", a module for executing "special symbol change waiting processing" is called, when the special game management phase is "01H", a module for executing "special symbol change in progress processing" is called, when the special game management phase is "02H", a module for executing "special symbol stop symbol display processing" is called, when the special game management phase is "03H" or "07H", a module for executing "large prize opening pre-processing" is called, when the special game management phase is "04H" or "08H", a module for executing "large prize opening opening control processing" is called, when the special game management phase is "05H" or "09H", a module for executing "large prize opening closure valid processing" is called, and when the special game management phase is "06H" or "0AH", a module for executing "large prize opening end wait processing" is called.

[0321] FIG. 34 is a flowchart illustrating the special game management process (step S600) in the main control board 300 according to the embodiment.

[0322] (Step S600-1) The main CPU 300a loads the special game management phase.

[0323] (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.

[0324] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.

[0325] (Step S600-7) The main CPU 300a loads a special game timer that manages the control time of the special game, and ends the special game management process.

[0326] 35 is a flowchart illustrating the special symbol change waiting process in the main control board 300 according to the embodiment. This special symbol change waiting process is executed when the special game management phase is "00H".

[0327] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 reserved ball counter, that is, the special 2 reserved number (X2) is "1" or more. As a result, if it is determined that the special 2 reserved number (X2) is "1" or more, the process moves to step S610-7, and if it is determined that the special 2 reserved number (X2) is not "1" or more, the process moves to step S610-3.

[0328] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball counter, that is, the special 1 reserved number (X1), is greater than or equal to 1. As a result, if it is determined that the special 1 reserved number (X1) is greater than or equal to 1, the process proceeds to step S610-7, and if it is determined that the special 1 reserved number (X1) is not greater than or equal to 1, the process proceeds to step S610-5.

[0329] (Step S610-5) The main CPU 300a sets the customer waiting designation command in the transmission buffer, executes customer waiting setting processing for setting the state to customer waiting, and ends the special symbol change waiting processing.

[0330] (Step S610-7) The main CPU300a transfers the special 2 reserve stored in the first to fourth storage units of the second special symbol reserve storage area, or the special 1 reserve stored in the first to fourth storage units of the first special symbol reserve storage area, to a storage unit with a smaller ordinal number by one. Specifically, in the above step S610-1, when it is determined that the number of special symbol 2 reserved balls is "1" or more, the special 2 reserve stored in the second to fourth storage units of the second special symbol reserve storage area is transferred to the first to third storage units. In addition, the main RAM300c is provided with a 0th storage unit to be processed, and the special 2 reserve stored in the 1st storage unit is block-transferred to the 0th storage unit. Also, in the above step S610-3, if it is determined that the number of reserved balls for special symbol 1 is "1" or more, the special symbol 1 reserved balls stored in the second to fourth memory units of the first special symbol reserved memory area are transferred to the first to third memory units, and the special symbol 1 reserved balls stored in the first memory unit are block-transferred to the 0th memory unit. In addition, in this special symbol memory area shift process, the counter value of the target special symbol reserved ball number counter corresponding to the reserved type transferred to the 0th memory unit is subtracted by "1", and a reserved reduction designation command indicating that the special symbol 1 reserved or special symbol 2 reserved has been subtracted by "1" is set in the transmission buffer.

[0331] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a lottery for a major role. This special symbol winning determination process will be described later.

[0332] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine a special symbol. Here, if the determination information (the result of the major role lottery) stored in step S611 is a big win or a small win, the win type (whether it is a big win or a small win) and the reserve type are loaded, and the corresponding winning symbol random number determination table is set. Then, the set winning symbol random number determination table is referenced, and 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, if the result of the major role lottery stored in step S611 is a loss, if the reserve type is special 1 reserve, special symbol X is saved as a losing symbol, and if the reserve type is special 2 reserve, 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.

[0333] (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. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will ultimately light up.

[0334] (Step S612) The main CPU 300a executes a special symbol variable number determination process for determining a variable mode number and a variable pattern number. The details of this special symbol variable number determination process will be described later.

[0335] (Step S610-15) The main CPU 300a loads the fluctuation mode number and fluctuation pattern number determined in step S612, and refers to the fluctuation time determination table to determine fluctuation time 1 and fluctuation time 2. Then, the total time of the determined fluctuation times 1 and 2 is set in the special symbol fluctuation timer.

[0336] (Step S610-17) The main CPU 300a performs a reserve area setting process for storing the game status when the big role lottery is executed in a game status buffer, etc. In addition, in this reserve area setting process, when the result of the big role lottery is a big win, game status information to be set after the big role game, the type of big win symbol (special symbol determination data), etc. are stored in the reserve area of ​​the main RAM 300c.

[0337] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display symbol counter in order to start the variable display of special symbols in the first special symbol display device 160 or the second special symbol display device 162. A counter value is associated with each of the 7-segment segments constituting the first special symbol display device 160 and the second special symbol display device 162, and the segments corresponding to the counter value set in the special symbol display symbol counter are controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable display of the special symbol starts is set in the special symbol display symbol counter. Note that the special symbol display symbol counter is provided separately as a special symbol 1 display symbol counter corresponding to the first special symbol display device 160 and a special symbol 2 display symbol counter corresponding to the second special symbol display device 162, and here, a counter value is set in the counter corresponding to the hold type.

[0338] (Step S610-21) The main CPU 300a loads the counter values ​​of the special symbol 1 reserved ball counter and the special symbol 2 reserved ball counter and sets a special symbol reserved command in the transmission buffer. Here, the special symbol 1 reserved command is set based on the counter value of the special symbol 1 reserved ball counter (special symbol 1 reserved number), and the special symbol 2 reserved command is set based on the counter value of the special symbol 2 reserved ball counter (special symbol 2 reserved number). Also, here, the special symbol winning order command corresponding to the winning order of the special symbol 1 reserved and special symbol 2 reserved stored in step S610-7 above is set in the transmission buffer. As a result, each time the special symbol 1 reserved or special symbol 2 reserved is consumed, the number of special symbol 1 reserved and special symbol 2 reserved, as well as the winning order of each reserved symbol, are transmitted to the sub-control board 330.

[0339] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.

[0340] FIG. 36 is a flowchart illustrating the special symbol winning determination process (S611) according to the embodiment.

[0341] (Step S611-1) The main CPU 300a loads the registered setting values ​​in the setting value buffer.

[0342] (Step S611-3) The main CPU 300a determines whether the registered setting value loaded in step S611-1 is within the normal range. If it is determined that the value is within the normal range, the process proceeds to step S611-9. If it is determined that the value is not within the normal range, the process proceeds to step S611-5.

[0343] (Step S611-5) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal status).

[0344] (Step S611-7) The main CPU 300a sets the setting abnormality state command (sub-command) in the transmission buffer and ends the special symbol winning determination process. When this setting abnormality state command is sent to the sub-control board 330, a notification that a setting abnormality has occurred is issued.

[0345] (Step S611-9) The main CPU 300a refers to the big win determination random number judgment table corresponding to the information loaded in step S611-1, and sets the lower limit and upper limit values ​​for determining whether a big win or a small win has occurred.

[0346] (Step S611-11) The main CPU 300a compares the big win determination random number transferred to the 0th storage unit with the above-mentioned lower limit value and upper limit value, and performs a determination process (big win lottery) to determine whether a big win or a small win has been won.

[0347] (Step S611-13) The main CPU 300a sets the result of the determination process in step S611-11 as determination information, and ends the special symbol winning determination process.

[0348] FIG. 37 is a flowchart illustrating the special symbol variable number determination process in the main control board 300 according to the embodiment.

[0349] (Step S612-1) The main CPU 300a determines whether the result of the major role lottery in step S611 is a big win or a small win. If it is determined to be a big win or a small win, the process proceeds to step S612-3, and if it is determined to be neither a big win nor a small win (a miss), the process proceeds to step S612-5.

[0350] (Step S612-3) The main CPU 300a sets a reach mode determination random number judgment table corresponding to the current game state, the type of big win symbol, the reserved type, and the variable state.

[0351] (Step S612-5) If the hold type of the read hold is special 2 hold, the main CPU 300a checks the counter value of the special pattern 2 hold ball number counter, and if the hold type of the read hold is special 1 hold, the main CPU 300a checks the counter value of the special pattern 1 hold ball number counter.

[0352] (Step S612-7) The main CPU 300a sets the corresponding reach group determination random number judgment table based on the current game state, the reserved number and reserved type confirmed in the above step S612-5. Then, based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th storage unit in the above step S610-7, the reach group (group type) is determined.

[0353] (Step S612-9) The main CPU 300a sets a random number judgment table for determining a reach mode when losing, which corresponds to the group type determined in step S612-7.

[0354] (Step S612-11) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-3 or step S612-9 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Here, a variation pattern random number judgment table is determined together with the variation mode number.

[0355] (Step S612-13) The main CPU 300a sets the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-11 in the transmission buffer.

[0356] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-11 above and the variation pattern random number transferred to the 0th storage unit in step S610-7 above.

[0357] (Step S612-17) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-15 in the transmission buffer, and ends the special symbol variation number determination process.

[0358] 38 is a flowchart illustrating the special symbol variation process in the main control board 300 according to the embodiment. This special symbol variation process is executed when the special game management phase is "01H".

[0359] (Step S620-1) The main CPU 300a executes a process to update the special symbol variation base counter. The counter value of the special symbol variation base counter is set so that it completes one cycle in a predetermined cycle (for example, 100 ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and if the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.

[0360] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-1 is 0. If the counter value is 0, the process proceeds to step S620-5. If the counter value is not 0, the process proceeds to step S620-9.

[0361] (Step S620-5) The main CPU 300a performs a special symbol fluctuation timer update process to subtract a predetermined value from the timer value of the special symbol fluctuation timer set in step S610-15.

[0362] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol fluctuation timer updated in step S620-5 is 0. If the timer value is 0, the process proceeds to step S620-15. If the timer value is not 0, the process proceeds to step S620-9.

[0363] (Step S620-9) The main CPU 300a updates the special symbol display timer that measures the lighting time of each of the 7-segment displays that make up the first special symbol display device 160 and the second special symbol display device 162. Specifically, if the timer value of the special symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.

[0364] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol display timer is "0." If it is determined that the timer value of the special symbol display timer is "0," the process proceeds to step S620-13. If it is determined that the timer value of the special symbol display timer is not "0," the process during the special symbol variation is terminated.

[0365] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated and ends the special symbol variation process. As a result, each segment constituting the 7-segment display lights up in sequence at predetermined time intervals.

[0366] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0367] (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 is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162.

[0368] (Step S620-19) The main CPU 300a sets a special symbol stop designation command, which indicates that a special symbol has been stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, in the transmission buffer.

[0369] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for which the special symbol is stopped and displayed, in the special game timer, and ends the special symbol variation process.

[0370] 39 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to the embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0371] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the special symbol stop symbol display process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S630-3.

[0372] (Step S630-3) The main CPU 300a checks the result of the big role lottery.

[0373] (Step S630-5) The main CPU 300a determines whether the result of the big win lottery is a jackpot. If it is determined to be a jackpot, the process proceeds to step S630-19. If it is determined not to be a jackpot, the process proceeds to step S630-7.

[0374] (Step S630-7) The main CPU 300a executes a time-saving game management process. Here, a time-saving game flag is loaded to identify whether the game state is a non-time-saving game state or a time-saving game state, and the current game state is confirmed to be either a non-time-saving game state or a time-saving game state. If the game state is a time-saving game state, the counter value of the time-saving game counter is updated to a value obtained by subtracting "1" from the current counter value. If the counter value becomes "0" after updating the time-saving game counter, a time-saving game flag corresponding to the non-time-saving game state is set. As a result, when a special symbol is confirmed a predetermined number of times without winning a jackpot in the time-saving game state, the game state transitions to a non-time-saving game state.

[0375] (Step S630-9) The main CPU 300a updates the fluctuation state.

[0376] (Step S630-11) The main CPU 300a sets a game state confirmation designation command at the time of special symbol determination, which indicates the game state when the special symbol is determined, in a transmission buffer.

[0377] (Step S630-13) The main CPU 300a sets a number command for transmitting the time-saving number updated in step S630-7 to the sub-control board 330 in the transmission buffer.

[0378] (Step S630-15) The main CPU 300a determines whether the result of the big role lottery is a small win. If it is determined to be a small win, the process proceeds to step S630-21. If it is determined not to be a small win, the process proceeds to step S630-17.

[0379] (Step S630-17) The main CPU 300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. This ends the special game management process based on the reservation of 1, and if special 1 reservation or special 2 reservation is stored, processing to start the variable display of the special symbol based on the next reservation will be performed.

[0380] (Step S630-19) The main CPU 300a resets (sets) the gaming state to the non-time-shortening gaming state, which is the initial state.

[0381] (Step S630-21) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.

[0382] (Step S630-23) The main CPU 300a performs a process for setting the maximum number of times a special electric device is activated. Specifically, by referencing the data set in step S630-21, a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as a counter value in the maximum number of times a special electric device is activated counter. This maximum number of times a special electric device is activated counter indicates the number of rounds that can be executed in the big role game that is about to start. Meanwhile, the main RAM 300c is provided with a counter for the number of consecutive times a special electric device is activated, and the current number of rounds is managed by adding "1" to the counter value of the counter for the number of consecutive times a special electric device is activated at the start of each round of play. Here, a process for resetting (updating to "0") the counter value of the counter for the number of consecutive times a special electric device is activated is also executed upon the start of the big role game.

[0383] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 and saves a predetermined opening time as a timer value in the special game timer.

[0384] (Step S630-27) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of a major win game or a minor win game to the sub-control board 330. This opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in the above step S630-25 is set in the transmission buffer.

[0385] (Step S630-29) If the result of the big win lottery confirmed in step S630-3 is a big win, the main CPU 300a updates the special game management phase to "03H", and if it is a small win, updates the special game management phase to "07H" and ends the special symbol stop symbol display process. This starts the big win game or small win game.

[0386] 40 is a flowchart illustrating the process before opening the special prize opening in the main control board 300 according to the embodiment. This process before opening the special prize opening is executed when the special game management phase is "03H" or "07H".

[0387] (Step S640-1) The main CPU 300a judges whether the timer value of the special game timer is not "0." If it is judged that the timer value of the special game timer is not "0," the main CPU 300a ends the pre-opening process of the special winning port, and if it is judged that the timer value of the special game timer is "0," the process proceeds to step S640-3.

[0388] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation number counter to a value obtained by adding "1" to the current counter value.

[0389] (Step S640-5) The main CPU 300a sets in the transmission buffer a special prize opening designation command for transmitting to the sub-control board 330 the start of opening of the first special prize opening 126 and the second special prize opening 128 (start of a round game).

[0390] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.

[0391] (Step S640-7) The main CPU 300a determines whether the special game management phase is 07H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 07H, the process proceeds to step S640-9. If it is determined that the special game management phase is not 07H, the process proceeds to step S640-13.

[0392] (Step S640-9) The main CPU 300a determines whether it is the start of the first round of play based on the counter value of the special electric accessory continuous operation counter. If it is determined that it is the start of the first round of play, the process proceeds to step S640-11. If it is determined that it is not the start of the first round of play, the process proceeds to step S640-13.

[0393] (Step S640-11) The main CPU 300a turns on the valid period flag, which enables the entry of the gaming ball into the specific area 140b upon the start of the small win game.

[0394] (Step S640-13) 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 pre-opening process for the big prize opening.

[0395] FIG. 41 is a flowchart illustrating the process of switching the opening and closing of the big prize opening in the main control board 300 according to the embodiment.

[0396] (Step S641-1) The main CPU 300a judges whether the counter value of the special electric accessory opening / closing switching number counter is the upper limit value of the special electric accessory opening / closing switching number (the number of times the first large prize opening 126 and the second large prize opening 128 are opened and closed during one round of play). If it is judged that the counter value is the upper limit value, the main CPU 300a ends the large prize opening opening / closing switching process, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641-3.

[0397] (Step S641-3) The main CPU 300a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, as well as timer data which is the energization time or de-energization time of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.

[0398] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a executes a large prize opening solenoid energization control process to start energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, or to stop energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c. By executing this large prize opening solenoid energization control process, the start or stop of energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is controlled in steps S400-31 and S400-33 above.

[0399] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 in the special game timer. The timer value saved in the special game timer here is the maximum opening time of the first special winning opening 126 and the second special winning opening 128 in one time.

[0400] (Step S641-9) The main CPU 300a determines whether the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, i.e., whether control processing to start energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c has been performed in the above step S641-5. If it is determined that the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, the main CPU 300a proceeds to step S641-11, and if it is determined that the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is not in the energization start state, the main CPU 300a ends the large prize opening open / close switching processing.

[0401] (Step S641-11) The main CPU 300a updates the counter value of the special electric accessory open / close switching number counter to a value obtained by adding "1" to the current counter value, and ends the big prize opening open / close switching process.

[0402] 42 is a flowchart illustrating the special prize opening control process in the main control board 300 according to the embodiment. This special prize opening control process is executed when the special game management phase is "04H" or "08H".

[0403] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 is 0. If it is determined that the timer value of the special game timer is not 0, the process proceeds to step S650-5. If it is determined that the timer value of the special game timer is 0, the process proceeds to step S650-3.

[0404] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching number of times. If it is determined that the counter value is the upper limit value, the process proceeds to step S650-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641.

[0405] (Step S641) In the above step S650-3, if it is determined that the counter value of the special electric accessory opening / closing switching number counter is not the upper limit value of the special electric accessory opening / closing switching number of times, the main CPU 300a executes the processing of the above step S641.

[0406] (Step S650-5) The main CPU 300a determines whether the counter value of the special prize opening ball count counter updated in step S500-9 has reached a specified number, i.e., whether the same number of game balls as the maximum number of wins in one round have entered the first special prize opening 126 or the second special prize opening 128. If it is determined that the specified number has not been reached, the main CPU 300a terminates the special prize opening opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.

[0407] (Step S650-7) The main CPU 300a stops the energization of the first major prize opening solenoid 126c and the second major prize opening solenoid 128c and executes the major prize opening closing process required to close the first major prize opening 126 and the second major prize opening 128. As a result, the first major prize opening 126 and the second major prize opening 128 are closed.

[0408] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.

[0409] (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").

[0410] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command indicating that the first special prize opening 126 and the second special prize opening 128 have been closed in the transmission buffer, and ends the special prize opening opening control process.

[0411] 43 is a flowchart illustrating the special prize opening closure validity process in the main control board 300 according to the embodiment. This special prize opening closure validity process is executed when the special game management phase is "05H" or "09H".

[0412] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a terminates the special prize opening closure validity process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S660-3.

[0413] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, i.e., whether a preset number of rounds of play have been completed. If it is determined that the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, the process proceeds to step S660-9, and if it is determined that they do not match, the process proceeds to step S660-5.

[0414] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". Note that if the special game management phase is "09H", that is, during control of the small win game, the number of rounds of the small win game is "1", so the determination in step S660-3 above is YES, and the process does not proceed to this step.

[0415] (Step S660-7) The main CPU 300a saves the predetermined special prize opening closing time in the special game timer and ends the special prize opening closing validity process, thereby starting the next round of games.

[0416] (Step S660-9) The main CPU 300a determines whether the special game management phase is 09H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 09H, the process proceeds to step S660-11. If it is determined that the special game management phase is not 09H, the process proceeds to step S660-21.

[0417] (Step S660-11) The main CPU 300a determines whether all of the gaming balls that entered the second large prize opening 128 have been dispensed. Here, it is determined that dispensing has been completed when the value obtained by subtracting the total number of gaming balls that entered the specific area 140b and the non-specific area 140c from the number of gaming balls that entered the second large prize opening 128 becomes 0. If it is determined that dispensing has been completed, the process proceeds to step S660-13, and if it is determined that dispensing has not been completed, the large prize opening closure validating process is terminated. Note that if the determination result that dispensing has not been completed is derived continuously for a certain period of time, error processing is performed.

[0418] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is on. If it is determined that the specific area entry flag is on, the process proceeds to step S660-15. If it is determined that the specific area entry flag is not on, the process proceeds to step S660-21.

[0419] (Step S660-15) The main CPU 300a turns off the specific area entry flag.

[0420] (Step S660-17) The main CPU 300a checks the type of small winning symbol and sets a predetermined number (counter value corresponding to the type of special symbol = value obtained by subtracting 1 from the number of rounds, i.e., the number of rounds played in a big winning game) as the counter value in the special electric device maximum operation count counter.

[0421] (Step S660-19) The main CPU 300a sets 03H in the special game management phase and ends the big prize opening closure validity processing.

[0422] (Step S660-21) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.

[0423] (Step S660-23) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").

[0424] (Step S660-25) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer, and ends the big prize opening closure validity processing.

[0425] 44 is a flowchart illustrating the special prize opening end wait process in the main control board 300 according to the embodiment. This special prize opening end wait process is executed when the special game management phase is "06H" or "0AH".

[0426] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-7 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the large prize winning port end wait process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S670-3.

[0427] (Step S670-3) The main CPU 300a executes a state setting process to set the game state after the big win game ends. Here, the game state after the big win game ends is set based on the type of special symbol that triggered the execution of the big win game or the small win game. Specifically, if the special symbol is special symbol A or a, the game state is set to the time-shortened game state and the number of time-shortened times is set to 1. Also, if the special symbol is special symbol B, C, b, or c, the game state is set to the time-shortened game state and the number of time-shortened times is set to 7.

[0428] In addition, if a small win is won but the gaming ball does not enter the specific area 140b during the small win game, the gaming state after the small win game can be maintained as the gaming state before the small win game. Alternatively, if the gaming ball does not enter the specific area 140b during the small win game, the gaming state after the small win game may be set to a non-time-reduction gaming state. Furthermore, if the gaming ball does not enter the specific area 140b during the small win game, the gaming state after the small win game may be set to a time-reduction gaming state, and the number of time-reduction times may be set to a predetermined number. Alternatively, the setting of the gaming state when the gaming ball does not enter the specific area 140b and the setting of the number of time-reduction times may differ depending on the type of small win symbol.

[0429] Also, here, a process is performed to set the variable state after the end of the big win game or the small win game based on the big win pattern that triggered the execution of the big win game or the small win pattern that triggered the execution of the small win game, and the setting value currently being set.

[0430] (Step S670-5) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state and the variable state that are set after the big win game ends.

[0431] (Step S670-7) The main CPU 300a sets in the transmission buffer a number-of-times designation command corresponding to the time-saving number of times saved in step S670-3.

[0432] (Step S670-9) The main CPU 300a updates the special game management phase to "00H" and ends the waiting process for the end of the special winning slot. As a result, if the special 1 reserve or the special 2 reserve is stored, the variable display of the special symbol will be resumed.

[0433] 45 is a diagram illustrating a normal game management phase according to an embodiment. As already explained, in the embodiment, the processing related to the normal game triggered by the passage of the game ball through the gate 124 is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such normal game by the normal game management phase.

[0434] As shown in FIG. 45, the main ROM 300b stores a plurality of normal game control modules for controlling the execution of normal games, and each of these normal game control modules is associated with a normal game management phase. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol change waiting processing" is called, when the normal game management phase is "01H", a module for executing "normal symbol change in progress processing" is called, when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display processing" is called, when the normal game management phase is "03H", a module for executing "normal electric device prize opening pre-processing" is called, when the normal game management phase is "04H", a module for executing "normal electric device prize opening opening control processing" is called, when the normal game management phase is "05H", a module for executing "normal electric device prize opening closure enable processing" is called, and when the normal game management phase is "06H", a module for executing "normal electric device prize opening end wait processing" is called.

[0435] FIG. 46 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to the embodiment.

[0436] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0437] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S700-1.

[0438] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.

[0439] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.

[0440] 47 is a flowchart illustrating the normal symbol change waiting process in the main control board 300 according to the embodiment. This normal symbol change waiting process is executed when the normal game management phase is "00H".

[0441] (Step S710-1) The main CPU 300a loads the counter value of the normal symbol reserved ball number counter and determines whether the counter value is "0", that is, whether the normal symbol reserved is "0". As a result, if it is determined that the counter value is "0", the normal symbol change waiting process is terminated, and if it is determined that the counter value is not "0", the process proceeds to step S710-3.

[0442] (Step S710-3) The main CPU 300a transfers the regular symbol reserves (winning random numbers) stored in the first to fourth memory sections of the regular symbol reserve memory area in blocks to the memory section with the next smaller ordinal number. Specifically, the regular symbol reserves stored in the second to fourth memory sections are transferred to the first to third memory sections. The main RAM 300c also has a zeroth memory section to be processed, and the regular symbol reserve stored in the first memory section is transferred to the zeroth memory section. In this regular symbol memory area shift process, the counter value of the regular symbol reserve ball count counter is decremented by "1," and a regular symbol reserve decrement command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.

[0443] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th memory unit, selects a winning determination random number judgment table corresponding to the current game state, performs a regular symbol lottery, and executes a regular symbol winning determination process that stores the lottery results.

[0444] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S710-5. In this embodiment, the normal symbol display 168 is composed of one LED lamp, and in the case of a win, the normal symbol display 168 is turned on, and in the case of a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether or not the normal symbol display 168 is ultimately turned on. For example, in the case of a win, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.

[0445] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.

[0446] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning determination random number transferred to the 0th storage unit in the above step S710-3 and the normal symbol variation time data table set in the above step S710-9.

[0447] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in the above step S710-11 in the normal game timer.

[0448] (Step S710-15) The main CPU 300a executes a process of setting a normal symbol display symbol counter in order to start the variable display of normal symbols in the normal symbol display device 168. When the counter value of this normal symbol display symbol counter is set to, for example, "0", the normal symbol display device 168 is controlled to be turned on, and when the counter value is set to "1", the normal symbol display device 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter when the variable display of normal symbols starts.

[0449] (Step S710-17) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer.

[0450] (Step S710-19) The main CPU 300a sets the normal pattern designation command in the transmission buffer based on the normal pattern stop pattern number determined in step S710-7 above, i.e., the pattern type (winning pattern or losing pattern) determined by the normal pattern winning determination process.

[0451] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.

[0452] 48 is a flowchart illustrating the normal symbol variation process in the main control board 300 according to the embodiment. This normal symbol variation process is executed when the normal game management phase is "01H".

[0453] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 is 0. If the timer value is 0, the process proceeds to step S720-9. If the timer value is not 0, the process proceeds to step S720-3.

[0454] (Step S720-3) The main CPU 300a updates the normal symbol display timer that measures the lighting time and extinguishing time of the normal symbol display device 168. Specifically, if the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.

[0455] (Step S720-5) The main CPU 300a determines whether the timer value of the normal symbol display timer is "0". As a result, if it is determined that the timer value of the normal symbol display timer is "0", the process proceeds to step S720-7, and if it is determined that the timer value of the normal symbol display timer is not "0", the normal symbol variable process is terminated.

[0456] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display symbol counter. Here, if the counter value of the normal symbol display symbol counter is a counter value indicating that the normal symbol display 168 is turned off, it is updated to a counter value indicating that it is turned on, and if it is a counter value indicating that the normal symbol display 168 is turned on, it is updated to a counter value indicating that it is turned off, and the normal symbol variation processing is terminated. As a result, the normal symbol display 168 will repeatedly turn on and off (flash) at predetermined time intervals over the normal symbol variation time.

[0457] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally turned on or off, and the result of the normal symbol lottery is announced.

[0458] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time for stopping and displaying the normal symbol, in the normal game timer.

[0459] (Step S720-13) The main CPU 300a sets a normal symbol stop command, which indicates that the stop display of the normal symbol has started, in the transmission buffer.

[0460] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.

[0461] 49 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 according to the embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0462] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is 0. If it is determined that the timer value of the normal game timer is not 0, the main CPU 300a ends the normal symbol stop symbol display process, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S730-3.

[0463] (Step S730-3) The main CPU 300a checks the result of the regular lottery.

[0464] (Step S730-5) The main CPU 300a determines whether the result of the regular lottery is a win. If it is determined to be a win, the process proceeds to step S730-9. If it is determined to be a loss, the process proceeds to step S730-7.

[0465] (Step S730-7) The main CPU 300a updates the normal game management phase to "00H" and ends the normal symbol stop symbol display process. This ends the normal game management process based on the normal symbol reservation of 1, and if the normal symbol reservation is stored, processing to start the variable display of the normal symbol based on the next reservation will be performed.

[0466] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the time before normal power release in the normal game timer as a timer value.

[0467] (Step S730-11) The main CPU 300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. This starts the opening and closing control of the second start port 122.

[0468] 50 is a flowchart illustrating the normal electric device winning opening pre-processing in the main control board 300 according to the embodiment. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".

[0469] (Step S740-1) The main CPU 300a judges whether the timer value of the normal game timer is not "0." If it is judged that the timer value of the normal game timer is not "0," the normal electric device prize opening pre-opening process is terminated, and if it is judged that the timer value of the normal game timer is "0," the process proceeds to step S741.

[0470] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.

[0471] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric accessory winning opening pre-processing.

[0472] FIG. 51 is a flowchart illustrating the normal electric role winning opening / closing switching process in the main control board 300 according to the embodiment.

[0473] (Step S741-1) The main CPU 300a judges whether the counter value of the normal electric accessory opening / closing switching number counter is the upper limit value of the normal electric accessory opening / closing switching number (the number of times the movable piece 122b opens and closes during one opening / closing control). As a result, if it is judged that the counter value is the upper limit value, the normal electric accessory winning opening opening / closing switching process is terminated, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S741-3.

[0474] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (power-on control data or power-off control data) for controlling the power supply to the normal electric role solenoid 122c based on the counter value of the normal electric role opening / closing switching count counter, and timer data which is the power supply time (solenoid power supply time) or power-off time (normal power closing effective time = pause time) of the normal electric role solenoid 122c.

[0475] (Step S741-5) The main CPU 300a executes a normal electric role solenoid energization control process to start energization of the normal electric role solenoid 122c or stop energization of the normal electric role solenoid 122c based on the solenoid control data extracted in the above step S741-3. By executing this normal electric role solenoid energization control process, the start or stop of energization of the normal electric role solenoid 122c is controlled in the above step S400-31 and step S400-33.

[0476] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in step S741-3 in the normal game timer. The timer value saved in the normal game timer here is the maximum opening time of the second start port 122 once.

[0477] (Step S741-9) The main CPU 300a judges whether the normal electric accessory solenoid 122c is in the energization start state, that is, whether the control process to start energizing the normal electric accessory solenoid 122c has been performed in the above step S741-5. As a result, if it is judged to be in the energization start state, the process moves to step S741-11, and if it is judged not to be in the energization start state, the normal electric accessory winning opening opening / closing switching process is terminated.

[0478] (Step S741-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching number counter to a value obtained by adding "1" to the current counter value.

[0479] 52 is a flowchart illustrating the normal electric device winning opening control process in the main control board 300 according to the embodiment. This normal electric device winning opening control process is executed when the normal game management phase is "04H".

[0480] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is 0. If it is determined that the timer value of the normal game timer is not 0, the process proceeds to step S750-5. If it is determined that the timer value of the normal game timer is 0, the process proceeds to step S750-3.

[0481] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric accessory opening / closing switching counter is the upper limit value of the normal electric accessory opening / closing switching number. If it is determined that the counter value is the upper limit value, the process proceeds to step S750-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741.

[0482] (Step S741) In the above step S750-3, if it is determined that the counter value of the normal electric role opening / closing switching number counter is not the upper limit value of the normal electric role opening / closing switching number, the main CPU 300a executes the processing of the above step S741.

[0483] (Step S750-5) The main CPU 300a determines whether the counter value of the normal electric device winning ball number counter updated in step S530-9 above has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls during one opening / closing control has entered the second starting opening 122. As a result, if it is determined that the specified number has not been reached, the normal electric device winning opening opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.

[0484] (Step S750-7) The main CPU 300a executes the normal electric accessory closing process required to stop the energization of the normal electric accessory solenoid 122c and close the second start opening 122. As a result, the second start opening 122 is in a closed state.

[0485] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.

[0486] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and ends the normal electric accessory winning opening control process.

[0487] 53 is a flowchart illustrating the normal electric device winning hole closing validity process in the main control board 300 according to the embodiment. This normal electric device winning hole closing validity process is executed when the normal game management phase is "05H".

[0488] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric accessory winning port closure validity process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S760-3.

[0489] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.

[0490] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the normal electric role winning hole closure valid processing.

[0491] 54 is a flowchart illustrating the normal electric device winning port end wait processing in the main control board 300 according to the embodiment. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".

[0492] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric accessory winning port end wait process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S770-3.

[0493] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the normal electric accessory winning port end wait process. As a result, if a normal symbol reservation is stored, the variable display of the normal symbol will be resumed.

[0494] As described above, the main control board 300 executes various processes to allow the special game and the normal game to proceed, and while these games are in progress, the sub-control board 330 controls the execution of various effects based on commands sent from the main control board 300. Here, we will explain the effects during small win games and big win games.

[0495] 55 is a diagram illustrating an example of the effects during a small win game and a big win game according to an embodiment. As described above, when the special symbols b and c, which are small win symbols, are stopped and displayed, a small win game is executed. In this small win game, the second big winning opening 128 is controlled to open and close so that the gaming ball can enter the specific area 140b. Therefore, if the game is played appropriately, a gaming ball will enter the specific area 140b during the small win game, winning a type 2 big win, and the big win game will be executed following the small win game.

[0496] When the opening of the small win game starts, a right-hit suggestion effect is executed. In the right-hit suggestion effect, as shown in Fig. 55(a), "Aim for V" is displayed on the main effect display section 200a, and an arrow is displayed encouraging the player to hit the ball to the right so that the game ball will enter the second large winning slot 128. In addition, in the right-hit suggestion effect, a suggestive sound consisting of a voice sound saying "Aim for V" is output from the audio output device 206.

[0497] When the game ball enters the specific area 140b during a small win game, a right-hit suggestion effect is displayed, followed by a V winning effect. The V winning effect is composed of four effect parts: a first part, a second part, a third part, and a fourth part, and the effects from the first part to the fourth part are executed sequentially. The effect of each effect part includes an image effect in which an effect image is displayed on the main effect display unit 200a, and an audio effect in which sound is output from the audio output device 206.

[0498] In the first part, as shown in FIG. 55(b), a special background image is displayed on the main effect display unit 200a, and a "V" is displayed superimposed on the special background image. During the first part of the effect, a first sound is output from the audio output device 206. Here, the first sound is composed of a predetermined sound effect. The first part of the effect continues for a predetermined time (for example, 2.5 seconds), and when the predetermined time has elapsed since the start of the first part of the effect, the second part of the effect is executed.

[0499] In the second part, as shown in Fig. 55(c), an image of a character holding a gun is displayed superimposed on a special background image. In addition, in the performance of the second part, a second sound is output from the sound output device 206. Here, the second sound is composed of a voice sound of the character shouting "Let's go!!" The performance of this second part continues for a predetermined time (for example, 2 seconds), and when the predetermined time has elapsed since the performance of the second part started, the performance of the third part is executed.

[0500] In the third part, as shown in Fig. 55(d), an enlarged image of a gun is displayed superimposed on a special background image, and an image of a bullet being fired from the gun is also displayed. In addition, in the performance of the third part, a third sound is output from the sound output device 206. Here, the third sound is composed of a sound effect of a gunshot, such as "Bam!!" Note that the performance of this third part continues for a predetermined time (for example, 2 seconds), and when the predetermined time has elapsed since the performance of the third part started, the performance of the fourth part is executed.

[0501] In the fourth part, as shown in FIG. 55(e), the word "MAX" is displayed superimposed on a special background image. In addition, in the performance of the fourth part, a fourth sound is output from the sound output device 206. Here, the fourth sound is composed of a sound effect different from the first sound. Note that the performance of this fourth part is configured for a predetermined time (for example, 2 seconds) and is executed continuously until the small win game ends. Note that in the small win game, the second large prize opening 128 is controlled to open and close up to 10 times, and the second large prize opening 128 is controlled to open and close for up to approximately 13 seconds. If the small win game is still continuing even after the predetermined time (2 seconds) has elapsed after the start of the performance of the fourth part, the performance of the fourth part is executed in a loop.

[0502] Then, when the small win game ends and the big win game (second round game) starts, a story effect is executed. In the story effect, as shown in Fig. 55(f), the title of the story is displayed on the main effect display section 200a, and then a movie is played and displayed. During the story effect, background music is output from the audio output device 206.

[0503] Figure 56 is a first timing chart of the V winning effect according to the embodiment, and Figure 57 is a second timing chart of the V winning effect according to the embodiment. During a small win game, the timing at which the gaming ball enters the specific area 140b varies. In addition, the small win game ends when a specified number of gaming balls enter the second large winning opening 128, but the time until the specified number of gaming balls enter the second large winning opening 128 also varies.

[0504] On the other hand, the V winning effect described above takes 8.5 seconds to be configured from the first part to the fourth part. Therefore, for example, if the round game continues until 8.5 seconds or more have passed since the game ball entered the specific area 140b, as shown in Fig. 56, the effects of all the effect parts from the first part to the fourth part are executed, and the remaining time is absorbed by the loop of the fourth part.

[0505] On the other hand, for example, if a player stops firing a game ball during a small win game, the game ball may enter the specific area 140b just before the end of the round game. As described above, the round game in a small win game ends approximately 13 seconds after the start. Therefore, for example, if a game ball enters the specific area 140b 10 seconds after the start of the round game, the small win game ends approximately 3 seconds after the game ball enters the specific area 140b, and a second round game (big win game) begins.

[0506] In this case, as shown in Fig. 57, the second round of play is executed during the second part of the effect. In this embodiment, when the second round of play starts, regardless of which effect part effect image is being displayed, the display of the image for the V winning effect ends, and the image for the story effect is displayed on the main effect display unit 200a. In addition, when the display of the image for the story effect starts, the sound output device 206 starts outputting background music.

[0507] At this time, when the output of the background music starts, the sound for the V winning effect may be output. For example, in the example shown in FIG. 57, the big win game starts during the second part of the effect, so the second sound is output when the output of the background music starts. In this case, it is possible to forcibly end the output of the second sound in the main effect display unit 200a at the same time as the display of the effect image of the second part ends. However, if the output of the second sound is stopped midway, the voice sound that would normally be output as "Let's go!!" will end with, for example, "Let's go", which may cause the player to feel uncomfortable and may reduce the effect of the effect.

[0508] Therefore, in this embodiment, in the above case, the sound related to the V winning effect that is being output continues to be output until the end. Therefore, in the example shown in Fig. 57, by making the channel that plays the sound related to the V winning effect and the channel that plays the BGM different, the second sound will be output until the end at the same time as the BGM.

[0509] On the other hand, the effect image for the V winning effect is only displayed up to the second part, and the effect image from the third part onwards is not displayed. If the third and fourth sounds are output despite this, it will still give the player a sense of incongruity. Therefore, in the example shown in Figure 57, the third and fourth sounds are not output.

[0510] As described above, when the first condition (entry of the game ball into the specific area 140b) is met during play, the first effect (V winning effect) is executed, and when the second condition (start of the big win game) is met during play, the second effect (story effect) is executed. The first effect includes an audio effect that can output preset audio for the first effect in multiple stages (first audio to fourth audio) in order from the first stage to the last stage. If the second condition is met during execution of the first effect and the second effect starts, the audio for the first effect being output continues to be played to the end even after the start of the second effect, and the audio effect ends without playing the audio for the first effect of the next stage. This reduces the player's sense of discomfort and prevents a decrease in the effect of the effect. Below, an example will be used to explain the audio output control for the above-mentioned V winning effect.

[0511] FIG. 58 is a first diagram illustrating audio output control of a V winning effect according to an embodiment. FIG. 58 shows a case where a small win game continues for 6.5 seconds or more after the gaming ball enters the specific area 140b. When the gaming ball enters the specific area 140b, a specific area entry command is sent from the main control board 300 to the sub-control board 330. When the sub-control board 330 receives the specific area entry command, it sends a message (command) to execute the V winning effect to the effect devices (effect display device 200, effect lighting device 204, audio output device 206). Each effect device performs control processing to execute the V winning effect based on the received message.

[0512] The audio output control unit that controls the audio output device 206 registers schedule data when it receives a message from the sub-control board 330. The schedule data is composed of multiple pieces of audio data arranged in chronological order. Specifically, when the audio output control unit receives a message, it stores four pieces of audio data, from the first audio to the fourth audio, in the schedule data storage area and plays back the audio data for the first audio.

[0513] Thereafter, the audio output control unit measures the elapsed time since the message was received, that is, the elapsed time since the game ball entered the specific area 140b. In Figure 58, the elapsed time is shown in frames (F), and in this embodiment, 30F corresponds to 1 second.

[0514] When 75 frames have elapsed since the message was received, the audio output control unit checks the buffer area. Here, the buffer area is a storage area that stores the address where audio data is stored, and the audio output control unit stores a predetermined address in the buffer area at the start of the second round of play. The address stored at this time indicates the storage location of audio data for stopping the audio being played. Note that the audio data for stopping the audio being played is specifically silent audio data.

[0515] In the example shown in Figure 58, the buffer area is empty when 75 frames have elapsed because the second round of play has not yet started. When the buffer area is empty, the audio output control unit plays the audio data of the next performance part of the audio data currently being played. Therefore, when 75 frames have elapsed since the message was received, the audio data of the second audio will be played.

[0516] Furthermore, when 135F has elapsed since the message was received, the audio output control unit checks the buffer area again. Here, since the second round of play has not yet started at the time of 135F, the buffer area is empty. Therefore, when 135F has elapsed since the message was received, the audio data for the third audio will be played.

[0517] Furthermore, when 195F has elapsed since the reception of the message, the audio output control unit checks the buffer area again. Here, since the second round of play has not started at the time of 195F, the buffer area is empty. Therefore, when 195F has elapsed since the reception of the message, the audio data of the fourth audio will be played.

[0518] Figure 59 is a second diagram illustrating the audio output control of the V winning effect according to the embodiment. Figure 59 shows a case where a second round of play starts 90F after the game ball enters the specific area 140b. In the example shown in Figure 59, when the audio output control unit receives a message, it stores four pieces of audio data, from the first audio to the fourth audio, in the schedule data storage area and plays the audio data of the first audio.

[0519] The audio output control unit then counts the time elapsed since receiving the message, and when 75 frames have passed since receiving the message, it checks the buffer area. In this case, the second round of play has not yet started when 75 frames have passed, so the buffer area is empty. Therefore, when 75 frames have passed since receiving the message, the audio output control unit plays the audio data of the second audio.

[0520] After that, when 90 frames have passed since the message was received and the second round of play begins, the audio output control unit stores a predetermined address (hereinafter referred to as the stop address) in the buffer area. At this point, the stop address in the buffer area is only stored, and audio output is not affected.

[0521] After that, when 135F has elapsed since the reception of the message, the audio output control unit checks the buffer area again. Here, a stop address is stored in the buffer area. If a stop address is stored in the buffer area, the audio output control unit plays the audio data stored at the stop address. As described above, the stop address stores silent audio data for stopping the audio being played, and playing this audio data stops the output of the audio for the V winning effect (here, the second audio). Therefore, as shown in FIG. 59, in this example, the output of the second audio continues even after the start of the second round of play, but the output of the third and fourth audios is not performed.

[0522] FIG. 60 is a diagram illustrating the relationship between the start timing of the second round of game and the sounds to be played according to the embodiment. According to the control process by the sound output control unit, if the second round of game starts within 75F after the game ball enters the specific area 140b, only the first sound is output. Furthermore, if the second round of game starts between 76F and 135F after the game ball enters the specific area 140b, the first sound and the second sound are output. Furthermore, if the second round of game starts between 136F and 195F after the game ball enters the specific area 140b, the first sound, the second sound, and the third sound are output. Furthermore, if the second round of game starts after 196F after the game ball enters the specific area 140b, all of the sounds from the first sound to the fourth sound are output.

[0523] Next, the processing in the sub-control board 330 for executing the above-mentioned V winning effect will be explained. Note that, in the following, among the processing in the sub-control board 330, the processing that is not related to the V winning effect will be omitted from the explanation.

[0524] (Sub-CPU initialization process of the sub-control board 330) FIG. 61 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330 according to the embodiment.

[0525] (Step S1000-1) When power is turned on, the sub-CPU 330a reads a CPU initialization processing program from the sub-ROM 330b, and initializes and sets flags and the like stored in the sub-RAM 330c.

[0526] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each effect random number, and thereafter repeats the process of step S1000-3 until an interrupt process is performed. Note that multiple types of effect random numbers are provided, and here, each effect random number is updated asynchronously.

[0527] (Sub-timer interrupt processing of the sub-control board 330) 62 is a flowchart illustrating the sub-timer interrupt processing (S1100) of the sub-control board 330 according to this embodiment. The sub-control board 330 is provided with a reset clock pulse generating circuit (not shown) that generates clock pulses at a predetermined cycle (30 times per second). When this reset clock pulse generating circuit generates clock pulses, the sub-CPU 330a reads a timer interrupt processing program and starts the sub-timer interrupt processing.

[0528] (Step S1100-1) The sub CPU 330a saves the register.

[0529] (Step S1100-3) The sub CPU 330a performs processing to permit an interrupt.

[0530] (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 processing of the sub-control board 330 is performed, and the decrementing stops when the counter reaches 0.

[0531] (Step S1200) The sub-CPU 330a analyzes the commands stored in the receive buffer of the sub-RAM 330c and performs various processes according to the received commands. When a command is transmitted from the main control board 300, the sub-control board 330 performs a command reception interrupt process, and the command transmitted from the main control board 300 is stored in the receive buffer. Here, the command stored in the receive buffer is analyzed by the command reception interrupt process.

[0532] (Step S1100-7) The sub-CPU 330a performs a time schedule management process that refers to a time table and executes a process corresponding to the time stored in the time table. Here, based on the time data set in the time table, various flags are turned on or off or commands are sent to each performance device, thereby controlling the execution of each performance, including variable performances and major role performances.

[0533] (Step S1100-9) The sub CPU 330a restores the register and ends the sub timer interrupt process.

[0534] FIG. 63 is a flowchart illustrating a command analysis process according to the embodiment.

[0535] (Step S1200-1) The sub-CPU 330a determines whether a specific area entry command has been received. If it is determined that a specific area entry command has been received, the process proceeds to step S1200-3. If it is determined that a specific area entry command has not been received, the process proceeds to step S1200-5.

[0536] (Step S1200-3) The sub-CPU 330a transmits a V winning effect start message to each effect device.

[0537] (Step S1200-5) The sub-CPU 330a determines whether or not the special prize opening command has been received. If it is determined that the special prize opening command has been received, the process proceeds to step S1200-7, and if it is determined that the special prize opening command has not been received, the command analysis process is terminated.

[0538] (Step S1200-7) The sub CPU 330a transmits a story rendering start message to each rendering device.

[0539] 64 is a flowchart illustrating the V winning effect execution process (image) according to the embodiment. The process shown in FIG. 64 is executed, for example, by the image control unit in the effect display device 200. However, the process shown in FIG. 64 may also be executed by the sub-control board 330.

[0540] (Step S1500-1) When the image control unit receives the V winning effect start message, it starts the V winning effect execution process. Here, the image control unit executes the process of displaying the images for the V winning effect, that is, the effect images of each effect part from the first part to the fourth part, on the main effect display unit 200a.

[0541] 65 is a flowchart illustrating the story rendering execution process (image) according to the embodiment. The process shown in FIG. 65 is executed, for example, by the image control unit in the rendering display device 200. However, the process shown in FIG. 65 may also be executed by the sub-control board 330.

[0542] (Step S1510-1) When the image control unit receives the story rendering start message, it starts the story rendering execution process, where the image control unit executes the process of displaying the image for the story rendering on the main rendering display unit 200a.

[0543] Fig. 66 is a flowchart illustrating the V winning effect execution process (audio) according to the embodiment. The process shown in Fig. 66 is executed by, for example, the audio output control unit in the audio output device 206. However, the process shown in Fig. 66 may also be executed by the sub-control board 330.

[0544] (Step S2000-1) When the audio output control unit receives the V winning effect start message, it registers the schedule data. Here, as described above, the first audio data to the fourth audio data are stored in the schedule data storage area in order.

[0545] (Step S2000-3) The audio output control unit reproduces the first audio data stored in step S2000-1 on channel N1.

[0546] (Step S2000-5) The audio output control unit measures the elapsed time from receiving the V winning effect start message.

[0547] (Step S2000-7) The audio output control unit determines whether the elapsed time updated in step S2000-5 is a predetermined frame for checking the buffer area. If it is determined that it is a predetermined frame, the process proceeds to step S2000-9. If it is determined that it is not a predetermined frame, the process proceeds to step S2000-5.

[0548] (Step S2000-9) The audio output control unit checks the buffer area.

[0549] (Step S2000-11) The audio output control unit determines whether a stop address is stored in the buffer area checked in step S2000-9. If it determines that a stop address is stored, the process proceeds to step S2000-15. If it determines that a stop address is not stored, the process proceeds to step S2000-13.

[0550] (Step S2000-13) The audio output control unit reproduces, from the registered schedule data, the audio data of the part next to the currently reproduced performance part on channel N1, and proceeds to step S2000-5.

[0551] (Step S2000-15) The audio output control unit obtains the stop address stored in the buffer area.

[0552] (Step S2000-17) The audio output control unit executes a playback process to play back the audio data stored in the stop address acquired in step S2000-15, i.e., silent audio data, and ends the V winning effect execution process (audio). This process stops the output of audio for the V winning effect.

[0553] Fig. 67 is a flowchart illustrating a story rendering execution process (audio) according to an embodiment. The process shown in Fig. 67 is executed, for example, by an audio output control unit in the audio output device 206. However, the process shown in Fig. 67 may also be executed by the sub-control board 330.

[0554] (Step S2010-1) The audio output control unit plays the background music on channel N2.

[0555] (Step S2010-3) The audio output control unit stores the stop address in the buffer area and ends the story rendering execution process (audio).

[0556] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to these embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that these modifications and alterations also fall within the technical scope of the present invention.

[0557] In the above embodiment, an example of the case where the present invention is applied to a first-type / second-type mixed gaming machine has been described, but the gameplay of the gaming machine to which the present invention can be applied is not limited to this. For example, it goes without saying that the present invention can also be applied to a first-type gaming machine and a second-type gaming machine. Therefore, in the above embodiment, a case where both a big win symbol and a small win symbol are provided has been described, but only one of a big win symbol and a small win symbol may be provided.

[0558] In the above embodiment, the V winning effect was described as an example of the first effect, and the story effect was described as an example of the second effect. The first and second effects were described as being executed during small win games and big win games. However, the first and second effects are not limited to the above embodiment. For example, the above embodiment can also be applied when the first effect is executed during a predetermined number of rounds of play, and the second effect is executed during the next round of play. In this case, the start of the predetermined number of rounds of play is the first condition, and the start of the next round of play is the second condition.

[0559] Also, for example, a so-called pre-reading effect may be the first effect, and a variable effect may be the second effect. In this case, the first condition may be that a predetermined hold has been acquired, and the second condition may be that a variable effect has been executed, or that a predetermined effect (for example, a reach development effect) has started during the variable effect.

[0560] In any case, the state of play when the first and second effects are executed, the content of the first and second effects, and the first and second conditions are not limited to the above examples, and can be designed and modified as appropriate.

[0561] Furthermore, the control process for executing the V winning effect in the above embodiment is merely an example. For example, in the above embodiment, the start of the second round of play is triggered by storing a stop address in the buffer area and playing silent audio data stored at the stop address, thereby stopping the audio being played back for the V winning effect. However, for example, at the start of the second round of play, the audio data registered in the schedule data may be deleted, so that the audio data for the part next to the currently playing effect part is not played back.

[0562] In any case, if the second condition is met during the execution of the first performance and the second performance is started, there are no particular restrictions on the specific control processing, as long as the audio for the first performance being output can be played to the end even after the second performance has started, and the audio performance can be ended without playing the audio for the next first performance.

[0563] In addition, as a variant example, in the case where a big win or small win is won in the big role lottery and the game state that is set after the big role play is played, if the game state at the time the big role lottery that resulted in the big win or small win was played is a time-saving game state, the setting of the time-saving game state after the big role play may be configured to be different depending on which trigger caused the transition to the time-saving game state.

[0564] Here, the "time-saving game state transitioned by which trigger" does not depend on the type of special symbol, but on whether the time-saving game state transitioned after a big win (time-saving game state A, referred to as "A time-saving"), the time-saving game state transitioned when the big win lottery is lost a predetermined number of times (or a small win that does not transition to a big win game) in the normal state (time-saving game state B, referred to as "B time-saving" and not implemented in this embodiment), or the time-saving game state transitioned when a specific losing symbol (time-saving symbol) is won (time-saving game state C, referred to as "C time-saving"), is the condition. Therefore, for example, the type of time-saving game state after a big win is not changed depending on whether the player is in the time-saving game state A1, which is set when the special symbol A, which is a big win symbol, is won, or the time-saving game state A2, which is set when the special symbol B, which is a big win symbol, is won. Furthermore, the type of time-saving game state after a big win is not changed depending on whether the player is in the time-saving game state C1, which is entered by winning a specific losing symbol X1, or the time-saving game state C2, which is entered by winning a specific losing symbol X2.

[0565] For example, as shown in the modified example of FIG. 68, the time-saving gaming state set after a big win game is the time-saving A1 gaming state or the time-saving A2 gaming state. The time-saving A1 gaming state is the gaming state in which the time-saving count in the above embodiment is 1, and the time-saving A2 gaming state is the gaming state in which the time-saving count in the above embodiment is 7. The time-saving gaming states set in response to the execution of a big win game, that is, the time-saving A1 gaming state and the time-saving A2 gaming state, are collectively referred to as the time-saving A gaming state.

[0566] In a modified example, if the result of the big prize lottery based on the special 1 reserved is a loss, the type of the losing symbol is determined. Here, the losing symbols are the special symbol X, which is a normal losing symbol, and the special symbol X1, which is a specific losing symbol (so-called time-saving symbol). The probability of winning the special symbol X1 is, for example, 1 / 300. When the special symbol X1, which is a specific losing symbol, is stopped and displayed in a non-time-saving game state, after the stop display, the game transitions to a time-saving game state without going through a big prize game. In this way, the time-saving game state that is set in response to the stop display of a specific losing symbol is called a time-saving C game state. The time-saving termination conditions for the time-saving C game state are, for example, the same as those for the time-saving A2 game state.

[0567] Here, when there is no need to distinguish between the types of time-saving game states, it is simply referred to as the time-saving game state. Also, here, even if the special symbol X1 is stopped and displayed in the time-saving game state, the game state does not change. However, even if the special symbol X1 is stopped and displayed in the time-saving game state, it may be set to the time-saving C game state.

[0568] As mentioned above, the time-saving A2 game state and the time-saving C game state have the same time-saving end conditions. However, when a major role game is played, the game state set after the major role game differs depending on which trigger the time-saving game state.

[0569] Specifically, for special symbol b, which can be won in the big role lottery based on the special 2 reserve, the game state set is different when it is won in the time-saving A game state and when it is won in the time-saving C game state. Here, as shown in Figure 68, if special symbol b is won in the time-saving A game state, the game state is set to the time-saving A2 game state after the big role play. On the other hand, if special symbol b is won in the time-saving C game state, the game state is set to the time-saving A1 game state after the big role play.

[0570] In this modified example, only for the special symbol b, the time-saving game state after the big win is changed depending on whether the game state at the time of winning is the time-saving A game state or the time-saving C game state, and for the other special symbols, regardless of the type of the time-saving game state at the time of winning, it is set to a predetermined time-saving game state. However, for the other special symbols, as with the special symbol b, the type of time-saving game state after the big win may also be changed.

[0571] According to the above configuration, in the time-saving game state, which is transitioned from the non-time-saving game state in which the game is mainly based on the special 1 variation to the time-saving game state after winning the special patterns A and B and playing a major role, if the special pattern b is won, the game state is set to the time-saving A2 game state and the number of time-saving times is set to 7.

[0572] On the other hand, in the non-time-saving game state, the special symbol X1, which is a specific losing symbol, is stopped and displayed, and in the time-saving C game state, which is transitioned to without going through the big win game, if the special symbol b is won, the game state is set to the time-saving A1 game state, and the number of time-saving times is set to 1.

[0573] In this way, in the modified example, when the time-saving game state is entered without a major role game, the probability of consecutive wins is lower than when the time-saving game state is entered via a major role game, realizing unprecedented gameplay. Note that, conversely to the above modified example, when the time-saving game state is entered without a major role game, the state may be entered that is more advantageous to the player than when the time-saving game state is entered via a major role game.

[0574] Although not provided in this embodiment, a time-saving B game state may be provided when the result of the big prize lottery is not obtained a predetermined number of times in a row in a non-time-saving game state, i.e., when a ceiling function is activated. For example, in the time-saving B game state, which is set by activating the ceiling function, the same number of time-saving cycles as in either the time-saving A1 game state or the time-saving A2 game state is set. In the time-saving B game state, whether the special symbol b or c is won is controlled to transition to the time-saving A2 game state, thereby increasing the value of the time-saving B game state, which is generated as a rescue function.

[0575] Furthermore, as a further modification of this embodiment, in the big role lottery based on the special 1 reservation, it may be configured to provide other specific losing symbols (time-saving symbols), and as an example of use when providing other specific losing symbols in the special 1 variation, there is an example of providing two or more specific losing symbols. In the following modification, an example will be described in which two types of specific losing symbols are provided as specific losing symbols.

[0576] The two types of specific losing symbols provided for the special 1 variation are "special symbol X1" and "special symbol X2", and as mentioned above, "special symbol X1" is controlled to be given a time-saving C game state, and "special symbol X2" is controlled to be given a time-saving D game state, which is a special time-saving game state.

[0577] Here, the time-saving D game state is a time-saving game state in which, when the normal lottery is won, the opening time of the second starting port 122 is set slightly longer (for example, 4 ms, which is one interruption) compared to the non-time-saving game state, and the opening extension function is activated, and the actual shooting position recommended for the player as the position from which to fire the game ball is set to the left side of the game area 116 (sometimes referred to as a "slight time-saving" game state).

[0578] In the time-shortened D game state, the launch position recommended to the player is the same as in the non-time-shortened game state of this embodiment, so when controlled in the time-shortened D game state, the execution content of the presentation can be made to be substantially the same as in the non-time-shortened game state, so that the situation is not distinguished as being relatively disadvantageous to the player.

[0579] In this way, in a further variant, when the type of time-saving game state after a big win is selected by referring to the game state at the time of a big win, as in the variant described above, the game state based on a specific losing pattern (time-saving pattern) will transition to the same time-saving A1 game state or time-saving A2 game state, depending on whether it is a time-saving C game state based on the stopped display of "special pattern X1" or a time-saving D game state based on the stopped display of "special pattern X2."

[0580] When controlled in this way, if the time-saving C game state based on the stop display of "special symbol X1" and the time-saving D game state based on the stop display of "special symbol X2" are similar in terms of the benefits (such as the termination conditions of the time-saving A game state to be awarded) when a jackpot is won, it is considered that the interest that can be awarded as gameplay is insufficient. For example, if a jackpot is won in the time-saving C game state, which is a state advantageous to the player, and the time-saving D game state, which is a state disadvantageous to the player, are awarded, it is considered that more interesting gameplay can be offered by configuring the system so that, when a jackpot is won in the time-saving C game state, which is a state advantageous to the player, the time-saving D game state is controlled to be more advantageous than when a jackpot is won in the time-saving D game state.

[0581] Therefore, the time-saving C game state and the time-saving D game state may be configured so that the number of jackpots (number of small jackpots) is different as a condition for ending the time-saving game state other than the number of times the special pattern changes and the number of times the normal pattern changes in the normal pattern lottery (or the number of times the normal electric device is operated).

[0582] In this way, by setting different types of time-saving game states after a big win based on the "trigger for setting the time-saving game state," and by setting whether the game state when a jackpot is hit as a time-saving ending condition is to be considered a non-time-saving game state or a time-saving game state, the degree of freedom in setting the time-saving game state after a big win is increased, making it possible to create more complex gameplay. [Explanation of symbols]

[0583] 100 gaming machines 206 Audio output device

Claims

[Claim 1] A game board having a starting hole and a large prize hole having a specific area; A symbol determination means for determining one of a plurality of symbols including at least a small winning symbol based on the entry of the game ball into the starting hole; a small prize game execution means for executing a small prize game in which the large prize opening is opened based on the determination of the small prize symbol; A big prize game execution means for executing a big prize game advantageous to a player based on the game ball entering the big prize opening in the small prize game entering the specific area; An effect execution means for executing a first effect based on the entry of a game ball into the specific area during the small win game, and for executing a second effect based on the start of the big win game after the entry of the game ball into the specific area; Equipped with The first performance is A sound effect in which sounds for a first effect of a plurality of preset stages can be output in order from the first stage to the last stage, The performance execution means When the second performance is started based on the start of the big role game during the execution of the first performance, the sound for the first performance being output is reproduced to the end even after the start of the second performance, and the sound performance is ended without reproducing the sound for the first performance of the next stage. A gaming machine characterized by:

Citation Information

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