gaming machines

The gaming machine addresses inappropriate state setting after a big win by implementing non-specific and specific states, movable members, and symbol determination mechanisms, ensuring fair and engaging gameplay.

JP7772742B2Active Publication Date: 2025-11-18HEIWA CORP
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Patent Information

Application Number
JP2023105677
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-06-28
Publication Date
2025-11-18
Estimated Expiration
2043-06-28

AI Technical Summary

Technical Problem

Existing gaming machines face issues in appropriately setting the gaming state after a big win, which can disadvantage players and impair gameplay.

Method used

A gaming machine with non-specific and specific states, a movable member to control ball entry, symbol determination, display means, and state setting mechanisms to update and store counter values, ensuring appropriate state transitions based on symbol displays.

Benefits of technology

Enables appropriate setting of gaming states, enhancing player experience by providing fair and engaging gameplay dynamics.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To appropriately set a game state.SOLUTION: When a small winning pattern is stop-displayed, and an object small winning frequency counter changes from 1 to 0 (Yes in S631-13), spare region settings are performed (S631-19) after setting a game state for a non-time-shortening game state (S631-15). When a small winning pattern is top-displayed, and an object small winning frequency counter does not change from 1 to 0 (No in S631-13), the game state is set for a non-time-shortening game state (S631-21) after settings of a spare region are performed (S631-19).SELECTED DRAWING: Figure 39
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Description

[Technical Field]

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

[0002] Conventionally, as shown in Patent Document 1, a gaming machine is known in which a big prize lottery is held based on a gaming ball entering a start port, and if a jackpot is won in this big prize lottery, a big prize game is executed in which a big prize opening is opened. Also known is a so-called second-type gaming machine in which if a small prize is won in the big prize lottery, a small prize game is executed, and if the gaming ball that entered the big prize opening in the small prize game enters a specific area, a second-type jackpot is won, and the big prize game is executed following the small prize game.

[0003] In the second type gaming machine, a non-time-reduction gaming state and a time-reduction gaming state in which a gaming ball is more likely to enter the starting hole than in the non-time-reduction gaming state are provided as gaming states set after a big win game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-71116 Summary of the Invention [Problem to be solved by the invention]

[0005] In the gaming machine described above, the game state set after the big win is determined by the combination of the game state at the time of the small win and the type of small win symbol. If the game state is not set appropriately, it may cause a disadvantage to the player or impair the original gameplay.

[0006] An object of the present invention is to provide a gaming machine that is capable of appropriately setting the gaming state. [Means for solving the problem]

[0007] In order to solve the above problems, the gaming machine of the present invention comprises: A gaming machine having a non-specific state and a specific state in which a gaming ball is more likely to enter a starting area than in the non-specific state, A game board on which the starting area is provided; A movable member that changes the ease with which the game ball enters the starting area; A symbol determination means for determining a plurality of types of symbols including a small winning symbol based on the entry of the gaming ball into the starting area; a display means for displaying the determined design on a design display unit; a small win game control means for opening and closing a large prize opening provided on the game board to execute a small win game after the small win symbol is displayed on the symbol display section; A big prize game control means for opening and closing the big prize opening to execute a big prize game when a game ball that has entered the big prize opening in the small prize game enters a specific area; A state setting means for setting a state after the big win game; an updating means for updating a counter value of a predetermined counter when the small winning symbol is displayed on the symbol display unit in the specific state; In the specific state The aforementioned predetermined The counter value is updated to a specific value. Based on this, the specific state is ended and the non-specific state is set. Execute the first setup process First state change means; When the small winning symbol is displayed on the symbol display unit, information for setting the state after the big winning symbol is displayed based on the set state, and Counter value to be set in the predetermined counter a storage means for storing reference information including at least one of the above in a storage area; When the small win symbol is displayed on the symbol display section, the specific state is ended and the non-specific state is set before the large win opening is opened in the small win game. Execute the second setup process second state change means; Equipped with The storage means After the first setting process and before the second setting process storing the reference information in the storage area beforehand; The state setting means setting a state based on the reference information stored in the storage area; It is characterized by: [Effects of the Invention]

[0008] According to the present invention, the gaming state can be appropriately set. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a perspective view of the gaming machine showing the door in an open state. [Figure 2] FIG. [Figure 3] FIG. [Figure 4] FIG. [Figure 5] FIG. 1 is a block diagram of a gaming machine. [Figure 6] This is an address map of the memory area used by the main CPU. [Figure 7] This is a diagram explaining the random number judgment table for determining small wins for special 1. [Figure 8] This is a diagram explaining the random number judgment table for determining small wins for special 2. [Figure 9] FIG. 10 is a diagram illustrating a winning symbol random number determination table. [Figure 10] FIG. 10 is a diagram illustrating a reach group determination random number determination table. [Figure 11] FIG. 10 is a diagram illustrating a reach mode determination random number determination table. [Figure 12] FIG. 10 is a diagram illustrating a fluctuation pattern random number determination table. [Figure 13] FIG. 10 is a diagram illustrating a variable time determination table. [Figure 14] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table. [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. [Figure 16] FIG. 10 is a diagram illustrating a game status setting table for setting the game status after the end of a major winning game. [Figure 17] FIG. 10 is a diagram illustrating a winning determination random number determination table. [Figure 18] 10A is a diagram illustrating a normal symbol fluctuation time data table, and FIG. 10B is a diagram illustrating an opening / closing control pattern table. [Figure 19] FIG. 10 is a diagram illustrating the gameplay of the embodiment. [Figure 20] FIG. 10 is a diagram illustrating a gaming machine status flag. [Figure 21] 10 is a first flowchart illustrating a CPU initialization process on the main control board. [Figure 22] 10 is a second flowchart illustrating the CPU initialization process on the main control board. [Figure 23] 10 is a flowchart illustrating a sub-command group setting process on the main control board. [Figure 24] 10 is a flowchart illustrating a power-off evacuation process in the main control board. [Figure 25] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 26] 10 is a flowchart illustrating setting-related processing in the main control board. [Figure 27] 10 is a flowchart illustrating a switch management process in the main control board. [Figure 28] 10 is a flowchart illustrating gate passage processing in the main control board. [Figure 29] 10 is a flowchart illustrating the first start port passing process in the main control board. [Figure 30] 10 is a flowchart illustrating the second start port passing process in the main control board. [Figure 31] 10 is a flowchart illustrating the special pattern random number acquisition process on the main control board. [Figure 32] 10 is a flowchart illustrating a specific area passing process in the main control board. [Figure 33] FIG. 10 is a diagram illustrating a special game management phase. [Figure 34]10 is a flowchart illustrating the special game management process on the main control board. [Figure 35] 10 is a flowchart illustrating the special symbol change waiting process on the main control board. [Figure 36] 10 is a flowchart illustrating the special pattern variable number determination process on the main control board. [Figure 37] 10 is a flowchart explaining the processing during special pattern fluctuations on the main control board. [Figure 38] 10 is a flowchart illustrating the special symbol stop symbol display process on the main control board. [Figure 39] 10 is a flowchart illustrating a number of cutoff management process in the main control board. [Figure 40] This is a flowchart explaining the processing before opening the large prize opening on the main control board. [Figure 41] This is a flowchart explaining the large prize opening / closing switching process on the main control board. [Figure 42] 10 is a flowchart explaining the control process for opening the large prize opening on the main control board. [Figure 43] This is a flowchart explaining the large prize opening closure validity processing on the main control board. [Figure 44] This is a flowchart explaining the large prize slot end wait processing on the main control board. [Figure 45] FIG. 10 is a diagram illustrating the normal game management phase. [Figure 46] 10 is a flowchart illustrating the normal game management process on the main control board. [Figure 47] 10 is a flowchart explaining the normal pattern change waiting process on the main control board. [Figure 48] This is a flowchart explaining the processing during normal pattern fluctuations on the main control board. [Figure 49] 10 is a flowchart illustrating the normal symbol stop symbol display process on the main control board. [Figure 50] This is a flowchart explaining the pre-opening processing of a normal electric device winning slot on the main control board. [Figure 51] This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board. [Figure 52] This is a flowchart explaining the control process for opening the winning slot of a normal electric device on the main control board. [Figure 53] This is a flowchart explaining the normal electric device winning opening closure validity processing on the main control board. [Figure 54] This is a flowchart explaining the normal electric device winning slot end wait processing on the main control board. [Figure 55] 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] To facilitate understanding of the embodiments of the present invention, first, a brief description will be given of the mechanical and electrical configurations of the gaming machine, and then specific processing on each board will be described.

[0012] 1 is a perspective view of a gaming machine 100 with the door 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.

[0013] 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.

[0014] Fig. 2 is a front view of the gaming machine 100, and Fig. 3 is a front view of the gaming board 108. However, Fig. 2 shows a state in which the gaming board 108 has been removed.

[0015] 2, 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.

[0016] The game ball thus launched rises between rails 114a and 114b provided on the game board 108 and is guided to the game area 116, as shown in FIG.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 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 small jackpot game advantageous to the player can be executed and what kind of gaming state the subsequent game state will be. 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.

[0021] The first starting port 120 is located at the bottom of the game area 116 and is either accessible to 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.

[0022] The second starting 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 so 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 starting opening 122 is configured as a variable starting opening (variable starting winning device) having a movable piece 122b, and the ease with which game balls can enter the second starting opening 122 can be varied.

[0023] 4 is a partially enlarged view of the game board 108. The specific configuration of the second start opening 122 is not particularly limited, but here, the movable piece 122b is normally recessed into the back side of the game board 108, the second start opening 122 is closed, and the game ball flows down the front side of the movable piece 122b, making it impossible or difficult for the game ball to enter the second start opening 122.

[0024] In contrast, when a gaming ball passes through a gate 124 provided in the second gaming area 116b, the movable piece 122b protrudes to the front side of the gaming board 108, and it is determined whether or not to execute an auxiliary game that makes it easier for the gaming ball to enter the second starting hole 122. If it is determined that an auxiliary game should be executed, the movable piece 122b protrudes to the front side of the gaming board 108, and the auxiliary game is executed that makes it easier for the gaming ball to enter the second starting hole 122. 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 combination is selected in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.

[0025] When the movable piece 122b is in the protruding state, a game ball flowing down the front side of the movable piece 122b falls onto the movable piece 122b. The game ball that has fallen onto the movable piece 122b is guided by the movable piece 122b and led to the second starting hole 122. In this way, when the movable piece 122b is in the protruding state, the movable piece 122b functions as a tray that leads the game ball to the second starting hole 122, making it easier for the game ball to enter the second starting hole 122.

[0026] Furthermore, a big prize opening 128 is provided at the bottom of the game area 116. The big prize opening 128 is disposed at a position where at least game balls flowing down the second game area 116b can enter.

[0027] Furthermore, the big prize opening 128 is provided with a movable piece 128b that can be opened and closed, and normally the movable piece 128b closes the big prize opening 128, making it impossible for game balls to enter the big prize opening 128. In contrast, when a small prize game or a big role game is played, the movable piece 128b is opened, making it possible for game balls to enter the big prize opening 128.

[0028] When a gaming ball enters the big prize opening 128, a predetermined number of prize balls are paid out to the player. In this embodiment, 15 gaming balls are paid out to the player as prize balls for one gaming ball entering the big prize opening 128. In other words, by having a gaming ball enter the big prize opening 128, the player can increase the number of gaming balls he or she owns.

[0029] As shown in Fig. 4, the second game area 116b is provided with a structure 129 that protrudes from the front side of the game board 108. This structure 129 has an opening formed at the top, which serves as the big prize opening 128. A movable piece 128b is provided at the top of the structure 129, and the movable piece 128b is normally maintained in a closed state in which it closes the big prize opening 128.

[0030] 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.

[0031] 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 gaming ball that has fallen onto the movable piece 128b rolls slowly from right to left on the movable piece 128b.

[0032] A lead-out path 128d is provided inside the big prize opening 128, and all gaming balls that enter the big prize opening 128 are led to the lead-out path 128d. The lead-out path 128d is provided with a specific area 140b and a non-specific area 140c, each of which is made up of holes through which gaming balls can pass, and the gaming ball that enters the big prize opening 128 is configured to pass through either the specific area 140b or the non-specific area 140c.

[0033] The big prize opening 128 is provided with a movable member 142 that opens and closes the specific area 140b and the non-specific area 140c. This movable member 142 appears and disappears in the front-to-rear direction of the gaming machine 100 through a hole formed in the gaming board 108 by an actuator (solenoid) not shown. Normally, the actuator is maintained in an unpowered state, and the movable member 142 is held in a position that protrudes further forward than the hole in the gaming board 108, preventing gaming balls from entering the specific area 140b. More specifically, when the movable member 142 is held in a position that protrudes further forward than the hole in the gaming board 108, the specific area 140b is blocked by the movable member 142, and gaming balls can pass through the non-specific area 140c.

[0034] Furthermore, when the actuator is energized, the movable member 142 is held in a position where it is recessed further back than the hole in the gaming board 108, allowing the gaming ball to enter the specific area 140b. More specifically, when the movable member 142 is held in a position where it is recessed further back than the hole in the gaming board 108, the specific area 140b is opened, allowing the gaming ball to pass through the specific area 140b. As will be described in detail later, when a gaming ball enters the specific area 140b in a small prize game, a jackpot (type 2 jackpot) is awarded, and a major prize game, which will be described later, is started.

[0035] When a small win game or a big win game is executed, the movable piece 128b transitions to an open state in which the big prize opening 128 is opened. Here, 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, closing the big 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, opening the big prize opening 128. In this way, when the big prize opening 128 is opened, a gaming ball enters the big prize opening 128.

[0036] Returning to Figure 3, 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, or the big prize opening 128 from the game area 116 to the back side of the game board 108.

[0037] 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.

[0038] The effect display device 200 also includes a main effect display unit 200a, which is an image display unit that displays images. The main effect display unit 200a is located approximately in the center of the gaming board 108 so as to be visible from the front side of the gaming machine 100. Images for various effects are displayed on this main effect display unit 200a.

[0039] The performance device 202 is placed in front of the main performance display section 200a and is normally retracted to the rear side of the game board 108, but moves to the front of the main performance display section 200a in accordance with the image displayed on the main performance display section 200a, giving the player a sense of anticipation.

[0040] 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.

[0041] Returning to Figure 2, the audio output device 206 is located at the upper position of the front frame 106 or at the lowest 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.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] (Internal configuration of control means) FIG. 5 is a block diagram showing the internal configuration of the control means that controls the progress of the game.

[0046] 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.

[0047] The gaming machine 100 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.

[0048] 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 special prize opening detection switch 128s that detects when a game ball enters the special 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.

[0049] 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, and the big 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 facilities of the game center. 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.

[0050] 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 large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided within the large prize opening 128, and the main control board 300 controls the opening and closing of the second starting opening 122, the large prize opening 128 and the specific area 140b.

[0051] 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.

[0052] 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.

[0053] 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, the gaming machine 100 stores one of six setting values ​​with different degrees of advantage as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value.

[0054] 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.

[0055] 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 the registered setting values ​​and the base ratio.

[0056] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] Specifically, the sub-control board 330 controls image display to display images on the main effect display unit 200a. The sub-ROM 330b stores a large number of various image data to be displayed on the main effect display unit 200a, 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 effect display unit 200a.

[0064] 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.

[0065] 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.

[0066] Fig. 6 is an address map of the memory area used by the main CPU 300a. In Fig. 6, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 6, 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.

[0067] 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).

[0068] 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).

[0069] 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.

[0070] 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.

[0071] 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.

[0072] 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).

[0073] 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.

[0074] 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).

[0075] 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.

[0076] 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.

[0077] 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.

[0078] Next, the game in the gaming machine 100 will be explained together with various tables stored in the main ROM 300b.

[0079] As mentioned above, the gaming machine 100 allows two types of games, special games and normal games, to proceed in parallel, and when these two games are being played, the game proceeds in either a non-time-saving game state or a time-saving game state.

[0080] 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.

[0081] When the 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 is held to determine whether or not the player will receive a gaming profit (hereinafter referred to as "big prize lottery"). If a small prize is won in this big prize lottery, the big prize opening 128 is opened and a small prize game is executed.

[0082] 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 (small win 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.

[0083] 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 has four memory sections (first to fourth memory sections). When a game 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.

[0084] 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 units of the first special chart reservation storage area, a special 1 reservation is stored in the first storage unit. Also, for example, if 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 units, a special 1 reservation is stored in the fourth storage unit.

[0085] In addition, the second special chart reserve memory area has one memory section (first memory section). When a gaming ball enters the second starting hole 122, a special 2 reserve is stored in the second memory section of the second special chart reserve memory area. For example, when a gaming ball enters the second starting hole 122, if a reserve is not stored in the first memory section of the second special chart reserve memory area, a special 2 reserve is stored in the first memory section.

[0086] The number of special 1 reserves (X1) that can be stored in the first special chart reserve memory area is set to 4. Therefore, for example, when a game ball enters the first starting hole 120, if four special 1 reserves are already stored in the first special chart reserve memory area, the entry of the game ball into the first starting hole 120 will not cause a new special 1 reserve to be stored.

[0087] In addition, the number of special 2 reserves (X2) that can be stored in the second special chart reserve memory area is set to 1. Therefore, for example, when a game ball enters the second starting hole 122, if one special 2 reserve is already stored in the second special chart reserve memory area, the entry of the game ball into the second starting hole 122 will not cause a new special 2 reserve to be stored.

[0088] 7 is a diagram illustrating the small win determination random number judgment table for special 1. When a gaming ball enters the first start hole 120 or the second start hole 122, one small win determination random number is obtained from the range of 0 to 65535. Then, a small win determination random number judgment table is selected according to the reserve type read when the big win lottery starts, and the big win lottery is performed using the selected small win determination random number judgment table and the obtained small win determination random number.

[0089] When starting a lottery for a special 1 reserved prize, a random number judgment table for determining a small prize for special 1 is referenced. Here, in the embodiment, six levels of setting values ​​with different degrees of advantage are provided, and a random number judgment table for determining a small prize for special 1 is provided for each setting value. During play, the setting value is set to one of the six levels, and the lottery for a large prize is performed by referring to the random number judgment table for determining a small prize for special 1 that corresponds to the currently set setting value (registered setting value stored in the setting value buffer).

[0090] When the setting value is set to 1 (registered setting value = 1), the big role lottery is performed by referring to the special 1 small win determination random number judgment table a shown in Figure 7 (a). According to this special 1 small win determination random number judgment table a, if the small win determination random number is 20001 to 20206, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 318.1.

[0091] Also, when the setting value is set to 2 (registered setting value = 2), the big role lottery is performed by referring to the special 1 small win determination random number judgment table b shown in Figure 7 (b). According to this special 1 small win determination random number judgment table b, if the small win determination random number is 20001 to 20216, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 303.4.

[0092] Also, when the setting value is set to 3 (registered setting value = 3), the big role lottery is performed by referring to the special 1 small win determination random number judgment table c shown in Figure 7 (c). According to this special 1 small win determination random number judgment table c, if the small win determination random number is 20001 to 20226, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 289.9.

[0093] Also, when the setting value is set to 4 (registered setting value = 4), the big role lottery is performed by referring to the special 1 small win determination random number judgment table d shown in Figure 7 (d). According to this special 1 small win determination random number judgment table d, if the small win determination random number is 20001 to 20236, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 277.6.

[0094] Also, when the setting value is set to 5 (registered setting value = 5), the big role lottery is performed by referring to the special 1 small win determination random number judgment table e shown in Figure 7 (e). According to this special 1 small win determination random number judgment table e, if the small win determination random number is 20001 to 20246, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 266.4.

[0095] Also, when the setting value is set to 6 (registered setting value = 6), the big role lottery is performed by referring to the special 1 small win determination random number judgment table f shown in Figure 7 (f). According to this special 1 small win determination random number judgment table f, if the small win determination random number is 20001 to 20256, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 256.0.

[0096] 8 is a diagram illustrating the special 2 small win determination random number judgment table. When starting a big role lottery for special 2 reserve, the special 2 small win determination random number judgment table is referenced. The special 2 small win determination random number judgment table is also provided for each setting value, just like the special 1 small win determination random number judgment table.

[0097] When the setting value is set to 1 (registered setting value = 1), the big role lottery is performed by referring to the special 2 small win determination random number judgment table a shown in Figure 8 (a). According to this special 2 small win determination random number judgment table a, if the small win determination random number is 20001 to 39275, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 3.4.

[0098] Also, when the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big role lottery is performed by referring to the special 2 small win determination random number judgment tables b to f, as shown in Figure 8 (b) to Figure 8 (f). According to these special 2 small win determination random number judgment tables b to f, as shown in the figure, the small win probability is about 1 / 3.39.

[0099] As described above, the big prize lottery is performed according to the registered setting value. In the embodiment, it is assumed that when the registered setting value is large, it is easier to win a small prize than when it is small, but the registered setting value is not essential, and the probability of winning a small prize may be constant.

[0100] 9 is a diagram illustrating the winning symbol random number determination table. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the determination result of the big role lottery is derived as "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.

[0101] At this time, if a "small win" is won by the special 1 reservation, the special 1 winning symbol random number determination table is selected as shown in Figure 9(a). Also, if a "small win" is won by the special 2 reservation, the special 2 winning symbol random number determination table is selected as shown in Figure 9(b). Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when a small win determination result is obtained, is called the small win symbol, and the special symbol determined when a loss determination result is obtained is called the loss symbol.

[0102] According to the special 1 winning pattern random number determination table shown in Figure 9(a) and the special 2 winning pattern random number determination table shown in Figure 9(b), the type of special pattern (small winning pattern) is determined as shown in the figure depending on the value of the obtained winning pattern random number.

[0103] 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.

[0104] In other words, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "small win," and is not referenced when the result of the big role lottery is a "miss." Here, different small win symbols are determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table. However, the same small win symbol may be determined in both tables, or the type of special symbol (small win symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.

[0105] Here, the selection ratio of the small win symbol is common to all the setting values, but the selection ratio of the small win symbol may be different for each setting value.

[0106] FIG. 10 is a diagram illustrating a reach group determination random number judgment table. A plurality of reach group determination random number judgment tables are provided, and a preset table is selected depending on 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.

[0107] 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. 10(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. 10(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. 10(c). Note that in FIG. 10, 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.

[0108] 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.

[0109] In addition, if the result of the big role lottery is 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 "small win."

[0110] 11 is a diagram illustrating the reach mode determination random number judgment table. This reach mode determination random number judgment table is roughly divided into a reach mode determination random number judgment table at the time of loss, which is selected when the big role lottery result is a "loss," and a reach mode determination random number judgment table at the time of small win, which is selected when the big role lottery result is a "small win." Note that the reach mode determination random number judgment table at the time of loss is provided for each group type determined as described above, and the reach mode determination random number judgment table at the time of small win is provided for each reserve type.

[0111] 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 for group x when a miss is made, which is referenced in a predetermined game state and type of symbol, is shown in Figure 11(a), an example of a reach mode determination random number judgment table for special 1 when a small win is made is shown in Figure 11(b), and an example of a reach mode determination random number judgment table for special 2 when a small win is made is shown in Figure 11(c).

[0112] 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 "lose", as shown in Figure 11 (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.

[0113] Furthermore, if the result of the above-mentioned big prize lottery is a "small prize," as shown in Figures 11(b) and (c), 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.

[0114] Furthermore, in each reach mode determination random number determination table, the reach mode determination random number is associated with a variation pattern random number determination table, which will be described later, along with a variation mode number; the variation pattern random number determination table is determined at the same time that the variation mode number is determined. In FIG. 11, the table x listed in the variation pattern random number determination table column indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation 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 variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. Hereinafter, when a hexadecimal number is indicated, "H" is added, but the notation ○○H in FIGS. 11 to 13 indicates an arbitrary value expressed in hexadecimal.

[0115] 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 10. 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 11(a) and the reach mode determination random number.

[0116] On the other hand, if the result of the big prize lottery is a "small prize," the small prize reach mode determination random number judgment table shown in Figure 11, which corresponds to the determined small prize pattern (type of special pattern), 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.

[0117] 12 is a diagram illustrating a fluctuation pattern random number determination table. Here, a fluctuation pattern random number determination table x for a predetermined table number x is shown, but in addition to this, many other fluctuation pattern random number determination tables are provided for each table number.

[0118] 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.

[0119] 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.

[0120] Fig. 13 is a diagram illustrating a fluctuation time determination table. Once the fluctuation mode number is determined as described above, fluctuation time 1 is determined according to the fluctuation time 1 determination table shown in Fig. 13(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.

[0121] 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 13(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.

[0122] 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.

[0123] 14 is a diagram illustrating the special electric accessory operation ram set table. The special electric accessory operation ram set table stores various data for controlling the small win game and the big win game, and during the small win game and the big win game, the special electric accessory operation ram set table is referenced to control the energization of the big prize opening solenoid 128c.

[0124] According to the special electric role operation RAM set table, the opening time (waiting time until the first round of play begins), the maximum number of times the special electric role operates (the number of rounds of play executed during one small win play or one big win play), the number of times the special electric role opens and closes (the number of times the large prize opening 128 opens during one round of play), the solenoid energization time (the energization time of the large prize opening solenoid 128c for each opening of the large prize opening 128, i.e., the opening time of one large prize opening 128), the specified number (the maximum number of wins that can be won into the large prize opening 128 in one round of play), the effective time for closing the large prize opening (the closing time of the large prize opening 128 between rounds of play, i.e., the interval time between rounds), and the ending time (waiting time from the end of the last round of play until normal special play resumes) are pre-stored as control data for the large role play as shown in the figure.

[0125] In the embodiment, when the special symbols Z1 to Z5, which are the small prize symbols, are determined, a small prize game consisting of one round of play is first executed. In this small prize game, the opening and closing of the large prize opening 128 is repeatedly executed. Specifically, the large prize opening 128 is controlled to open for 0.1 seconds (open 1), close for 3.0 seconds (close 1), open for 0.1 seconds (open 2), close for 1.0 seconds (close 2), open for 0.1 seconds (open 3), close for 1.0 seconds (close 3), and open for 0.1 seconds (open 4). As described above, in the embodiment, in the small prize game executed when the special symbols Z1 to Z5 are determined, the large prize opening 128 is opened a maximum of four times in the first round, but this is not limited to this. For example, the large prize opening 128 may be opened a maximum of 10 times in the first round.

[0126] Here, a specific area 140b and a non-specific area 140c are provided inside the big prize opening 128, and a gaming ball that enters the big prize opening 128 always enters either the specific area 140b or the non-specific area 140c. Then, in a small prize game, if a gaming ball that has entered the big prize opening 128 enters the specific area 140b, a big prize game in which the big prize opening 128 is opened is executed following the small prize game. In this big prize game, nine round games (2R to 10R) are executed.

[0127] Figure 15 is a diagram illustrating the opening and closing modes of the large prize opening 128 and the opening and closing modes of the specific area 140b by the movable member 142. As shown in Figure 15, in a small prize game in which the large prize opening 128 is opened, the movable member 142 opens the specific area 140b for an instant (about 0.1 seconds) at the same time as the large prize opening 128 is opened, and 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.

[0128] Specifically, as shown in Figure 15, when special symbols Z1 to Z5 are determined and a small prize game is executed, the large prize opening 128 is opened a total of four times in the small prize game. Therefore, there is a possibility that a gaming ball that enters the large prize opening 128 at the same time as the first opening of the large prize opening 128 may not be able to enter the specific area 140b, but when the large prize opening 128 is opened for the second time or later, a gaming ball that enters the large prize opening 128 can reliably enter the specific area 140b. Although a detailed explanation will be omitted, a structure that decelerates the gaming ball rolling on the large prize opening 128 is provided above the 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.

[0129] In addition, if an unforeseen event occurs, such as the gaming ball getting stuck in the large prize opening 128 or the gaming ball becoming stuck in the large prize opening 128 for a long period of time for some reason, there is a possibility that the gaming ball will not enter the specific area 140b in the small prize game. Therefore, in this specification, for ease of understanding, the words "always" and "certainly" are used in explanations, but this is on the assumption 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% success rate.

[0130] 16 is a diagram illustrating a game status setting table for setting the game status after the end of the big win game. When a type 2 big win is won in the small win game as described above, the game status is set according to the type of special symbol that was won and the game status at the time of the win.

[0131] Here, in the embodiment, a non-time-shortened gaming state and a time-shortened gaming state are provided as gaming states. The non-time-shortened gaming state is the initial state of the gaming machine 100, and the time-shortened gaming state is a state in which the second start opening 122 is more likely to open than the non-time-shortened gaming state. In other words, an opening condition for opening the second start opening 122 is set for each gaming state, and an opening condition for opening the second start opening 122 is set for the time-shortened gaming state that is more likely to open than the non-time-shortened gaming state.

[0132] In addition, when the game state after the big role game is set to the time-saving game state, the time-saving end condition to end the time-saving game state is also set. Here, the time-saving end condition is set as the number of times of special 1 time-saving, the number of times of special 2 time-saving, the number of times of time-saving end operation for special 1 small win, and the number of times of time-saving end operation for special 2 small win.

[0133] Here, in the embodiment, when the game state is set to the time-saving game state, the time-saving end condition is set, but different time-saving end conditions are set for the common time-saving game state depending on the type of special symbol and the game state at the time of winning the small prize. In the following, the time-saving game state will be explained by distinguishing between two modes, the upper mode and the lower mode.

[0134] These two modes share the same small prize winning probability and the opening condition of the second starting hole 122, but have different time-saving end conditions. In the embodiment, the higher mode is more advantageous to the player because the time-saving end condition is less likely to be met in comparison with the lower mode.

[0135] The number of times that the special 1 time reduction is performed is the number of times that the pattern is changed based on the special 1 reservation (hereinafter referred to as the special 1 change). The number of times that the special 1 time reduction is performed is subtracted each time the result of the lottery for the major role based on the special 1 reservation is determined in the time-saving game state, and when the remaining number of times that the special 1 time reduction is performed becomes 0, the game state is changed to the non-time-saving game state. In other words, the number of times that the special 1 time reduction is performed is subtracted only when the result of the lottery for the major role based on the special 1 reservation is determined.

[0136] The number of times of special 2 time reduction is the number of times of pattern change processing based on special 2 reservation (hereinafter referred to as special 2 change). The number of times of special 2 time reduction is subtracted each time the result of the big role lottery based on special 2 reservation is determined in the time-saving game state, and when the remaining number of times of special 2 time reduction becomes 0, the game state is changed to the non-time-saving game state. In other words, the number of times of special 2 time reduction is subtracted only when the result of the big role lottery based on special 2 reservation is determined.

[0137] The number of times that the time-saving end operation for the special 1 small win is performed is the number of times that a small win based on the special 1 reserved win has been won in the time-saving game state, or the number of times that a small win game has been played after winning a small win. The number of times that the time-saving end operation for the special 1 small win is performed is subtracted each time the result of the lottery for the big role for the small win based on the special 1 reserved win is determined in the time-saving game state, and when the remaining number of times that the time-saving end operation for the special 1 small win is performed reaches 0, the game state is changed to a non-time-saving game state. In other words, the number of times that the time-saving end operation for the special 1 small win is subtracted only when the result of the lottery for the big role for the small win based on the special 1 reserved win is determined.

[0138] The number of times that the time-saving end operation for the special 2 small win is performed is the number of times that a small win based on the special 2 reserve is won in the time-saving game state, or the number of times that a small win game is executed after winning a small win. The number of times that the time-saving end operation for the special 2 small win is performed is subtracted each time the result of the lottery for the big role of the small win based on the special 2 reserve is determined in the time-saving game state, and when the remaining number of times that the time-saving end operation for the special 2 small win is performed becomes 0, the game state is changed to the non-time-saving game state. In other words, the number of times that the time-saving end operation for the special 2 small win is subtracted only when the result of the lottery for the big role of the small win based on the special 2 reserve is determined.

[0139] When any one of these four time-saving end conditions is met, the time-saving game state ends and the game state transitions to a non-time-saving game state. In addition to the above time-saving end conditions, for example, the total number of times of special 1 time-saving and special 2 time-saving may be set as the time-saving end condition.

[0140] As shown in Figure 16, in a small win game that is executed after winning a small win, if a type 2 big win is won, the mode (time-saving end condition) is set as follows based on the game state at the time of winning the small win and the type of small win pattern.

[0141] That is, when the special symbol Z1 is determined as the small winning symbol, and the game state at the time of winning the small winning is a non-time-saving game state, the game state after the big winning game is set to a time-saving game state and set to the upper mode. As shown in Figure 16, the time-saving end conditions of the upper mode are set as follows: the number of times of special 1 time-saving is 1000, the number of times of special 2 time-saving is 1000, the number of times of special 1 small winning time-saving end operation is 2, and the number of times of special 2 small winning time-saving end operation is 100.

[0142] The number of times the time-saving end operation is performed when a special 2 small number of times is won may be set to 0, or the number of times the time-saving end operation is not set when a special 2 small number of times is won. This will be described in detail later, but even in this case, the processing in the main control board 300 described later will not actually establish the time-saving end condition based on the number of times the time-saving end operation is performed when a special 2 small number of times is won.

[0143] Also, if the special symbol Z1 is determined as the small win symbol and the game state at the time of winning the small win is the time-saving game state, the game state after the big win game is set to the time-saving game state and the lower mode is set. As shown in Figure 16, the time-saving end conditions of the lower mode are set as follows: the number of times of special 1 time-saving is 6, the number of times of special 2 time-saving is 3, the number of times of special 1 small win time-saving end operation is 2, and the number of times of special 2 small win time-saving end operation is 1.

[0144] In addition, when the special symbol Z2 is determined as the small win symbol, regardless of the game state at the time of winning the small win, the game state after the big win game is set to a time-saving game state and a lower mode.

[0145] In addition, if the special symbol Z3 is determined as the small win symbol and the game state at the time of winning the small win is a non-time-shortened game state, the game state after the big win game is set to a non-time-shortened game state. In addition, if the special symbol Z3 is determined as the small win symbol and the game state at the time of winning the small win is a time-shortened game state, the game state after the big win game is set to a lower mode as a time-shortened game state.

[0146] In addition, if the special symbol Z4 is determined as the small win symbol and the game state at the time of winning the small win is a non-time-saving game state, the game state after the big win game is set to a time-saving game state and a lower mode. In addition, if the special symbol Z4 is determined as the small win symbol and the game state at the time of winning the small win is a time-saving game state, the game state after the big win game is set to a time-saving game state and a higher mode.

[0147] In addition, if the special symbol Z5 is determined as the small win symbol and the game state at the time of winning the small win is a non-time-saving game state, the game state after the big win game is set to a time-saving game state and a higher mode. In addition, if the special symbol Z5 is determined as the small win symbol and the game state at the time of winning the small win is a time-saving game state, the game state after the big win game is set to a time-saving game state and a lower mode.

[0148] In the embodiment, when a small win game is executed by winning one of the special symbols Z1 to Z5 in the time-shortened game state, the time-shortened game state ends before the start of the small win game, i.e., before the large prize opening 128 is opened during the small win game, and the game state transitions to a non-time-shortened game state. As a result, when the small win game starts, the game state is set to a non-time-shortened game state. In this way, the prize balls that enter the large prize opening 128 during the small win game and are paid out are not treated as prize balls during the time-shortened game state, making it possible to avoid a situation in which the number of game balls increases during the time-shortened game state.

[0149] 17 is a diagram illustrating the winning determination random number judgment table. When the game ball flowing down the game area 116 passes through the gate 124, a normal symbol judgment process (hereinafter referred to as "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.

[0150] 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.

[0151] 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.

[0152] 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.

[0153] FIG. 18(a) is a diagram illustrating a normal symbol variation time data table, and FIG. 18(b) is a diagram illustrating an opening / closing control pattern table. 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 is displayed (flashing) 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 is turned off.

[0154] 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.

[0155] 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.

[0156] 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.

[0157] 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.

[0158] 19 is a diagram illustrating gameplay characteristics according to an embodiment. The following mainly describes a case where a player appropriately launches a game ball and the game progresses in accordance with the original gameplay characteristics, i.e., a case where the game continues normally, and a description of cases where an irregular event occurs will be omitted. Here, the description will be given assuming that the registration setting value is set to 1. A case where the game continues normally refers to a case where a player plays in accordance with the original gameplay characteristics, and where no irregular event such as various errors or game stoppages occurs.

[0159] The initial state of the gaming machine 100 is the non-time-saving gaming state, and the player starts playing in the non-time-saving gaming state, as shown in (1) of FIG. 19. In the non-time-saving gaming state, the second starting hole 122 is hardly opened, so the player performs a so-called left shot, which launches the gaming ball toward the first gaming area 116a, and causes the gaming ball to enter the first starting hole 120. In other words, the reserve that is the main target for variation (hereinafter referred to as the target reserve) is set to the special 1 reserve. Therefore, in the non-time-saving gaming state, the player plays in the hope of winning a small prize using the special 1 reserve. Note that in the non-time-saving gaming state, the probability of winning a small prize based on the special 1 reserve is set to approximately 1 / 318.1.

[0160] In a non-time-saving game state, if a small win is won by holding special 1, there is a 15% probability that the special symbol Z1 will be determined as the small win symbol, and a small win game based on the special symbol Z1 will be executed. In this small win game, since the game ball can enter the specific area 140b, a large win game will be executed following the small win game. In this embodiment, the player can obtain a total of 1,500 prize balls in the small win game and the large win game. Since the game state at the time of winning is a non-time-saving game state, the game state after the large win game is set to a higher mode as a time-saving game state, as shown in (2) of FIG. 19.

[0161] Furthermore, in a non-time-saving game state, if a small win is won by holding special 1, there is a 40% probability that the special symbol Z2 will be determined as the small win symbol, and a small win game based on the special symbol Z2 will be executed. In this small win game, since the game ball can enter the specific area 140b, a large win game will be executed following the small win game. In this embodiment, the player can obtain a total of 1,500 prize balls in the small win game and the large win game. Furthermore, since the game state at the time of winning is a non-time-saving game state, as shown in (3) of FIG. 19, the game state after the large win game is set to a lower mode as a time-saving game state.

[0162] Also, in the non-time-saving game state, if a small win is won by the special 1 reserve, the special symbol Z3 is determined as the small win symbol with a 45% probability, and a small win game based on the special symbol Z3 is executed. In this small win game, since the game ball can enter the specific area 140b, a big win game is executed following the small win game. At this time, in the embodiment, the player can obtain a total of 1,500 prize balls in the small win game and the big win game. And, since the game state at the time of winning is the non-time-saving game state, the game state after the big win game is set to the non-time-saving game state as shown in FIG. 19 (1).

[0163] In the higher mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player makes a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the higher mode in which the target reserve is set to the special 2 reserve, the player plays the game in the hope of winning a small prize through the special 2 reserve.

[0164] In the higher mode, the probability of winning a small prize based on the special 2 reserve is set to approximately 1 / 3.4. In addition, the time-saving end conditions are set as follows: the number of times of special 1 time-saving is 1000, the number of times of special 2 time-saving is 1000, the number of times of time-saving end activation for special 1 small prize is 2, and the number of times of time-saving end activation for special 2 small prize is 100.

[0165] In the higher mode, when a small prize is won by the special 2 reserve, the special symbol Z4 is determined with a 20% probability, and the special symbol Z5 is determined with an 80% probability. In the small prize game based on the special symbols Z4 and Z5, the game ball can enter the specific area 140b, so the big prize game is executed following the small prize game. At this time, in the embodiment, the player can obtain a total of 1500 prize balls in the small prize game and the big prize game.

[0166] When the special symbol Z4 is determined in the higher mode, the game state after the big win is reset to the higher mode as shown in (2) of Figure 19. Also, when the special symbol Z5 is determined, the game state after the big win is set to the lower mode as shown in (3) of Figure 19.

[0167] As mentioned above, in the higher mode, the number of times the special 2 time-saving feature is activated is set to 1,000 as a condition for ending the time-saving feature. Also, the probability of winning a small prize due to the special 2 feature during the higher mode is approximately 1 / 3.4. Therefore, the higher mode is essentially a state in which the winning of a small prize and a type 2 jackpot is guaranteed, in other words, a state in which the acquisition of 1,500 game balls is guaranteed. In other words, the higher mode is a state in which, assuming the game is played properly, the next jackpot (type 2 jackpot), i.e., a major prize game, is guaranteed.

[0168] Furthermore, if the special pattern Z4 is selected, the player will acquire 1,500 game balls and then be set to the higher mode again. Therefore, if the special pattern Z4 is selected, a total of 3,000 prize balls will be guaranteed through two small wins and one big win.

[0169] Also, in the lower mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the lower mode in which the target reserve is set to the special 2 reserve, the player plays the game in the hope of winning a small prize through the special 2 reserve.

[0170] In the lower mode, the probability of winning a small prize based on the special 2 reserve is set to approximately 1 / 3.4. However, in the lower mode, the time-saving end conditions are set as follows: the number of times that the special 1 time-saving is activated is 6, the number of times that the special 2 time-saving is activated is 3, the number of times that the special 1 small prize time-saving end is activated is 2, and the number of times that the special 2 small prize time-saving end is activated is 1.

[0171] As described above, in this embodiment, only one special 2 reserve can be stored. Also, in the lower mode, the time-saving game state ends when the variable display of the special symbol based on the third special 2 reserve in the time-saving game state ends. Therefore, the time-saving game state is maintained during the variable display of the special symbol based on the third special 2 reserve, and if the game ball is properly released during this time, one special 2 reserve (also called the remaining reserve) is stored. In other words, in the lower mode, the player can acquire four special 2 reserves and execute the big role lottery based on the special 2 reserve four times.

[0172] In this way, the lower mode is a state in which the aim is to win a small prize in a big role lottery based on four special 2 reserves. Note that during the variable display of the special symbol based on the fourth special 2 reserve, the game state is set to the non-time-saving game state. Therefore, the lower mode spans the period from the time-saving game state to the end of the variable display of the special symbol based on the first special 2 reserve in the non-time-saving game state.

[0173] In the lower mode, even if a small prize is won by the special 2 reserve, the special symbol Z4 is determined with a 20% probability, and the special symbol Z5 is determined with an 80% probability, just like in the higher mode. Therefore, even if a small prize is won in the lower mode, the player can get a total of 1,500 prize balls in the small prize game and the big prize game. If the special symbol Z4 is determined during the lower mode, the lower mode is reset after the big prize game, and if the special symbol Z5 is determined, the higher mode is set after the big prize game.

[0174] In addition, in the lower mode, if you do not win a small prize with four special 2 reserves, the time-saving feature will end and the game state will be set to a non-time-saving game state.

[0175] As described above, the higher mode guarantees one small win and one type 2 jackpot, i.e., 1,500 prize balls. In contrast, the lower mode guarantees the time-saving game state if no small win is won in four big win draws. The higher mode has a 20% probability of looping after a big win, while the lower mode has an 80% probability of transitioning to the higher mode after a big win. The lower mode may transition to the initial state due to a so-called time-saving break, but if a small win is won, the gameplay is such that the probability of being set to the more advantageous higher mode is higher than in the higher mode.

[0176] As described above, the game state after the big win is set based on the game state at the time of the small win and the type of the small win symbol that was won, thereby realizing the above-mentioned game characteristics. In order to realize the above-mentioned game characteristics, in this embodiment, the main control board 300 executes the following processing. Below, the main processing of the main control board 300 as the game progresses in the gaming machine 100 will be explained.

[0177] 20 is a diagram illustrating the gaming machine status flag. In the main control board 300, the gaming machine status flag is used to manage whether or not a game can be played. One of six flag values ​​from 00H to 05H is set to the gaming machine status flag. A flag value of 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.

[0178] 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.

[0179] (CPU initialization process of main control board 300) FIG. 21 is a first flowchart illustrating the CPU initialization process in main control board 300, and FIG. 22 is a second flowchart illustrating the CPU initialization process in main control board 300.

[0180] 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).

[0181] (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.

[0182] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.

[0183] (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.

[0184] (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.

[0185] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.

[0186] (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.

[0187] (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.

[0188] (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.

[0189] (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.

[0190] (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.

[0191] (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.

[0192] (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.

[0193] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0194] (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.

[0195] (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.

[0196] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.

[0197] (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.

[0198] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and moves the process to step S100-45.

[0199] (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.

[0200] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.

[0201] (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.

[0202] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.

[0203] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.

[0204] (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.

[0205] (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.

[0206] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0207] (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.

[0208] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.

[0209] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0210] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0211] (Step S100-59) The main CPU 300a performs processing to disable interrupts.

[0212] (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.

[0213] (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.

[0214] (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 .

[0215] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.

[0216] (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.

[0217] FIG. 23 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300.

[0218] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.

[0219] (Step S110-3) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0220] (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.

[0221] (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.

[0222] (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.

[0223] (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.

[0224] (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.

[0225] (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.

[0226] (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.

[0227] (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.

[0228] (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.

[0229] 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.

[0230] (Main control board 300 power off evacuation process (XINT interrupt process)) 24 is a flowchart explaining the power-off save processing (XINT interrupt processing) in the main control board 300. 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 processing and executes the power-off save processing.

[0231] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.

[0232] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0233] (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.

[0234] (Step S300-7) The main CPU 300a restores the register.

[0235] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.

[0236] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0237] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.

[0238] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.

[0239] (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.

[0240] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0241] (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.

[0242] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.

[0243] (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.

[0244] 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.

[0245] (Timer interrupt processing of main control board 300) 25 is a flowchart explaining the timer interrupt process in the main control board 300. 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 this 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 process is executed.

[0246] (Step S400-1) The main CPU 300a saves the registers.

[0247] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.

[0248] (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.

[0249] (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.

[0250] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.

[0251] (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.

[0252] (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.

[0253] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.

[0254] (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.

[0255] (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.

[0256] (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.

[0257] Although a detailed explanation will be omitted, in this embodiment, the small win determination random number and the win determination random number use hardware random numbers updated by a hardware random number generator built into the main control board 300. The hardware random number generator updates both the small win determination random number and the win determination random number according to a set rule, automatically changing the random number sequence every time the random number sequence completes one cycle, and changing the start value every time the system is reset.

[0258] (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 special 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.

[0259] (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.

[0260] (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.

[0261] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results.

[0262] (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, and the large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.

[0263] (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.

[0264] (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.

[0265] (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.

[0266] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process for synthesizing the solenoid output images of the normal electric accessory solenoid 122c, the big winning opening solenoid 128c, and the movable member driving solenoid 142c, and storing the synthesized images in an output port buffer.

[0267] (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.

[0268] (Step S400-35) The main CPU 300a performs processing to disable interrupts.

[0269] (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.

[0270] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.

[0271] FIG. 26 is a flowchart illustrating the setting-related processing (S450) described above.

[0272] (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.

[0273] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a predetermined processing area.

[0274] (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.

[0275] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.

[0276] (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.

[0277] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.

[0278] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.

[0279] (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.

[0280] (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.

[0281] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 23. 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.

[0282] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.

[0283] 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. 21). 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. 25) are stopped, and setting-related processes are executed.

[0284] 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.

[0285] 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.

[0286] Here, in the setting-related processing, 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 sub-command group set processing transmits a setting value designation command corresponding to the registered setting value to the sub-control board 330. On the other hand, while the setting change operation is being accepted, the setting value designation command is not transmitted to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not transmitted, 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.

[0287] 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.

[0288] 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.

[0289] FIG. 27 is a flowchart illustrating the switch management process (step S500) in the main control board 300.

[0290] (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.

[0291] (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.

[0292] (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.

[0293] (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.

[0294] (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.

[0295] (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.

[0296] (Step S500-7) The main CPU 300a determines whether the special prize opening detection switch has been detected as on, that is, whether a gaming ball has entered the first special prize opening 128 and a detection signal has been input from the special prize opening detection switch 128s. If it is determined that the special prize opening detection switch has been detected as on, the process proceeds to step S500-9, and if it is determined that the special prize opening detection switch has not been detected as on, the process proceeds to step S500-11.

[0297] (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 ball entered the big 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 ball entered the big win port 128 properly, the main CPU 300a increments the big win port winning ball number counter by 1, and sets a big win port winning designation command in the transmission buffer.

[0298] (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.

[0299] (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.

[0300] (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.

[0301] (Step S500-15) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.

[0302] (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.

[0303] (Step S500-19) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.

[0304] FIG. 28 is a flowchart illustrating the gate passage process (step S510) in the main control board 300.

[0305] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generator.

[0306] (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.

[0307] (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.

[0308] (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.

[0309] (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.

[0310] (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.

[0311] FIG. 29 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300.

[0312] (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.

[0313] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.

[0314] (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.

[0315] FIG. 30 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300.

[0316] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0317] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.

[0318] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.

[0319] (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.

[0320] (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.

[0321] (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.

[0322] 31 is a flowchart explaining the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is executed using a common module in the first start port passing process (step S520) and the second start port passing process (step S530) described above.

[0323] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.

[0324] (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.

[0325] (Step S535-5) The main CPU 300a loads the small win determination random number updated by the hardware random number generation unit.

[0326] (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.

[0327] (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.

[0328] (Step S535-11) The main CPU 300a determines a target memory section among the eight memory sections of the special chart reservation memory area in which the acquired small win determination random number is to be saved.

[0329] (Step S535-13) The main CPU 300a obtains the small win 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.

[0330] (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.

[0331] (Step S535-17) The main CPU 300a executes an acquisition time effect determination process to perform a provisional big role lottery, provisional winning symbol determination, and provisional variable information determination based on the various random numbers stored in the target memory unit in step S535-13. In this acquisition time effect determination process, a pre-reading designation command indicating variable information to be determined when a newly stored reserved symbol is read out is transmitted to the sub-control board 330.

[0332] (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.

[0333] (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.

[0334] (Step S535-23) The main CPU 300a loads the normal game management phase.

[0335] (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.

[0336] (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).

[0337] FIG. 32 is a flowchart illustrating the specific area passing process in step S540.

[0338] (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.

[0339] 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).

[0340] (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.

[0341] (Step S540-5) The main CPU 300a turns on the specific area entry flag.

[0342] (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.

[0343] (Step S540-9) The main CPU 300a executes a predetermined error process.

[0344] (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.

[0345] 33 is a diagram illustrating the special game management phase. As already explained, in this embodiment, a special game triggered by a game ball entering the first start gate 120 or the second start gate 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 game by the special game management phase.

[0346] 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.

[0347] FIG. 34 is a flowchart illustrating the special game management process (step S600) in the main control board 300.

[0348] (Step S600-1) The main CPU 300a loads the special game management phase.

[0349] (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.

[0350] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.

[0351] (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.

[0352] 35 is a flowchart illustrating the special symbol change waiting process in the main control board 300. This special symbol change waiting process is executed when the special game management phase is "00H".

[0353] (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.

[0354] (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.

[0355] (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.

[0356] (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.

[0357] (Step S610-9) The main CPU 300a loads the small win determination random number and reservation type transferred to the 0th memory unit, selects the corresponding small win determination random number judgment table, draws a big role lottery, and executes a special symbol win judgment process that stores the lottery result.

[0358] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbol. Here, if the result of the major role lottery in step S610-9 above is a small win, the winning symbol random number and reserve type transferred to the 0th memory unit are loaded, the corresponding winning symbol random number determination table is selected to extract the special symbol determination data, and the extracted special symbol determination data (small win symbol type) is saved. Also, if the result of the major role lottery in step S610-9 above is a loss, the special symbol determination data for the loss corresponding to the reserve type (losing symbol type) is saved. Specifically, if the reserve type is special 1 reserve, special symbol X is saved as the losing symbol, and if the reserve type is special 2 reserve, special symbol Y is saved as the losing symbol. In this way, after the special symbol determination data is saved, a symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.

[0359] (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.

[0360] (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.

[0361] (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.

[0362] (Step S610-17) The main CPU 300a performs a spare area setting process for storing the type of small winning symbol (special symbol determination data) and the like in the spare area of ​​the main RAM 300c.

[0363] (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.

[0364] (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.

[0365] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.

[0366] FIG. 36 is a flowchart illustrating the special symbol variable number determination process in the main control board 300.

[0367] (Step S612-1) The main CPU 300a determines whether the result of the big role lottery in step S610-9 is a small win. If it is determined to be a small win, the process proceeds to step S612-3, and if it is determined not to be a small win (a loss), the process proceeds to step S612-5.

[0368] (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 small win symbol, the reserved type, and the variable state.

[0369] (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.

[0370] (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.

[0371] (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.

[0372] (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.

[0373] (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.

[0374] (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.

[0375] (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.

[0376] 37 is a flowchart for explaining the special symbol variation process in the main control board 300. This special symbol variation process is executed when the special game management phase is "01H".

[0377] (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.

[0378] (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.

[0379] (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.

[0380] (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.

[0381] (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.

[0382] (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.

[0383] (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.

[0384] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0385] (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.

[0386] (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.

[0387] (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.

[0388] 38 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0389] (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 proceeds to step S631, and if it is determined that the timer value of the special game timer is 0, the main CPU 300a proceeds to step S630-3.

[0390] (Step S631) The main CPU 300a executes a number cut management process, and ends the special symbol stop symbol display process. This number cut management process will be described later.

[0391] (Step S630-3) The main CPU 300a turns off the number-of-times limit management flag, which indicates that the number-of-times limit management process of step S631 has been executed.

[0392] (Step S630-5) 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.

[0393] (Step S630-7) The main CPU 300a sets in the transmission buffer a number command for transmitting the number of times of special 1 time reduction, the number of times of special 2 time reduction, the number of times of time reduction end operation for special 1 small win, and the number of times of time reduction end operation for special 2 small win, which were updated in the number cut management process of step S631 above, to the sub-control board 330.

[0394] (Step S630-9) The main CPU 300a checks the result of the big role lottery.

[0395] (Step S630-11) 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 S630-15. If it is determined not to be a small win, the process proceeds to step S630-13.

[0396] (Step S630-13) 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.

[0397] (Step S630-15) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.

[0398] (Step S630-17) The main CPU 300a performs a process for setting the maximum number of times a special electric device is operated. Specifically, the data set in step S630-15 above is referenced, and a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as the counter value in the maximum number of times a special electric device is operated counter. This maximum number of times a special electric device is operated counter indicates the number of rounds ("1") that can be executed in the small prize game that is about to start. Meanwhile, the main RAM 300c is provided with a continuous number of times a special electric device is operated counter, and the current number of rounds is managed by adding "1" to the counter value of the continuous number of times a special electric device is operated counter at the start of each round of play. Here, a process for resetting (updating to "0") the counter value of this continuous number of times a special electric device is operated counter is also executed upon the start of the small prize game.

[0399] (Step S630-19) The main CPU 300a refers to the data set in step S630-17 and saves a predetermined opening time as a timer value in the special game timer.

[0400] (Step S630-21) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of a small 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 S630-19 is set in the transmission buffer.

[0401] (Step S630-23) The main CPU 300a updates the special game management phase to "07H" and ends the special symbol stop symbol display process, thereby starting a small win game.

[0402] FIG. 39 is a flowchart illustrating the number of cutoff management process in the main control board 300.

[0403] (Step S631-1) The main CPU 300a determines whether the number of times cutoff management flag is off. If the number of times cutoff management flag is off, the process proceeds to step S631-3. If the number of times cutoff management flag is not off (on), the number of times cutoff management process ends.

[0404] (Step S631-3) The main CPU 300a turns on the number cut management flag. That is, in the embodiment, each process from step S631-3 onwards is executed when the special symbol stop symbol display process is executed for the first time after the special symbol change stop time (fixed time) is set. Note that the number cut management process may be executed when the special symbol change stop time (fixed time) is set, that is, when the change time has elapsed (step S620-15 onwards in FIG. 37).

[0405] (Step S631-5) The main CPU 300a loads a time-shortening state flag for identifying whether the gaming state is a non-time-shortening gaming state or a time-shortening gaming state, and checks whether the current gaming state is a non-time-shortening gaming state or a time-shortening gaming state. If the current gaming state is a time-shortening gaming state, the main CPU 300a proceeds to step S631-7, and if the current gaming state is a non-time-shortening gaming state, the main CPU 300a proceeds to step S631-17.

[0406] (Step S631-7) The main CPU 300a checks the result of the big role lottery.

[0407] (Step S631-9) The main CPU 300a determines whether the result of the big role lottery is a small win. If the result is a small win, the process proceeds to step S631-11, and if not, the process proceeds to step S631-17.

[0408] (Step S631-11) The main CPU 300a subtracts "1" from the target small win count counter. Specifically, in the above step S620-17, the main CPU 300a determines whether a special symbol is stopped and displayed on the first special symbol display 160 or whether a special symbol is stopped and displayed on the second special symbol display 162. Then, if a special symbol is stopped and displayed on the first special symbol display 160, the main CPU 300a subtracts "1" from the special 1 small win count counter, and if a special symbol is stopped and displayed on the second special symbol display 162, the main CPU 300a subtracts "1" from the special 2 small win count counter.

[0409] (Step S631-13) The main CPU 300a determines whether the target small win counter updated in step S631-11 has changed from 1 to 0. If it is determined that the small win counter has changed from 1 to 0, the main CPU 300a proceeds to step S631-15, and if it is determined that the small win counter has not changed from 1 to 0, the main CPU 300a proceeds to step S631-17.

[0410] (Step S631-15) The main CPU 300a sets the game state to a non-time-shortened game state. As described above, when the higher mode is set, the special 2 small win counter is set to 100. Therefore, when a small win is won based on the special 2 reserved in the higher mode, the special 2 small win counter does not change from 1 to 0 in step S631-11. In other words, when a small win is won based on the special 2 reserved in the higher mode, it is not determined in step S631-13 that the time-shortened end condition is met, and therefore, the game state is not set to a non-time-shortened game state in step S631-15.

[0411] On the other hand, when set to the lower mode, the special 2 small win counter is set to 1. Therefore, when a small win is won based on the special 2 reservation in the lower mode, in step S631-11, the special 2 small win counter changes from 1 to 0. In other words, when a small win is won based on the special 2 reservation in the lower mode, it is determined in step S631-13 that the time-saving end condition is met, and in step S631-15, the game state is set to a non-time-saving game state.

[0412] (Step S631-17) The main CPU 300a determines whether the result of the big role lottery is a small win. If the result is a small win, the process proceeds to step S631-19, and if not, the process proceeds to step S631-23.

[0413] (Step S631-19) The main CPU 300a sets the reserve area. The reserve area is provided in the main RAM 300c, and is a storage area for storing in advance the game state to be set after a big win game. Here, the current game state is referred to as the game state at the time of winning a small win, and based on the current game state and the type of small win symbol that was won, the game state to be set after a big win game (counter values ​​of the time-shortening state flag, special 1 time-shortening count counter, special 2 time-shortening count counter, special 1 small win count counter, and special 2 small win count counter) is stored as shown in FIG. 16. As will be described in detail later, when a big win game is executed, the game state and the counter values ​​of each counter stored in the reserve area are set at the end of the big win game.

[0414] (Step S631-21) The main CPU 300a sets the gaming state to a non-time-shortening gaming state, and ends the number-cut management process.

[0415] As described above, when the lower mode is set, the special 2 small win counter is set to "1." Therefore, if a small win is won during the lower mode, the special 2 small win counter is updated from 1 to 0 in step S631-11, and the game state is changed to the non-time-saving game state in step S631-15. As a result, when a small win is won during the lower mode, regardless of the game state at the start of the change, the non-time-saving game state is referenced as the game state at the time of the small win. As a result, as shown in FIG. 16, if the special symbol Z4 is won during the lower mode, the lower mode will be set, and if the special symbol Z5 is won during the lower mode, the higher mode will be set.

[0416] On the other hand, when set to the higher mode, the special 2 small win count counter is set to "100". Therefore, when a small win is won during the higher mode, the special 2 small win count counter is not updated from 1 to 0 in step S631-11, and it is determined as NO in step S631-9 and YES in step S631-17, skipping the processing of step S631-15, and the preliminary area is set in step S631-19.

[0417] Therefore, if a small win is won during the higher mode, the time-saving game state is referenced as the game state at the time of the small win. Then, after the preliminary area is set, in step S631-21, the game state is set to the non-time-saving game state. In this way, if a small win is won during the higher mode, regardless of the game state at the start of the fluctuation, the time-saving game state is referenced as the game state at the time of the small win. As a result, as shown in FIG. 16, if the special symbol Z4 is won during the higher mode, the higher mode will be set, and if the special symbol Z5 is won during the higher mode, the lower mode will be set.

[0418] (Step S631-23) The main CPU 300a subtracts "1" from the target time-saving count counter. Specifically, the main CPU 300a determines in step S620-17 above whether a special symbol is stopped and displayed on the first special symbol display 160 or whether a special symbol is stopped and displayed on the second special symbol display 162. If a special symbol is stopped and displayed on the first special symbol display 160, the main CPU 300a subtracts "1" from the special 1 time-saving count counter, and if a special symbol is stopped and displayed on the second special symbol display 162, the main CPU 300a subtracts "1" from the special 2 time-saving count counter.

[0419] (Step S631-25) The main CPU 300a determines whether the target time-saving number-of-times-cut counter updated in step S631-23 has changed from 1 to 0. If it is determined that the counter has changed from 1 to 0, the process proceeds to step S631-27, and if it is determined that the counter has not changed from 1 to 0, the number-of-times-cut management process is terminated.

[0420] (Step S631-27) The main CPU 300a sets the gaming state to a non-time-shortening gaming state, and ends the number-cut management process.

[0421] 40 is a flowchart illustrating the process before the opening of the special prize opening in the main control board 300. This process before the opening of the special prize opening is executed when the special game management phase is "03H" or "07H".

[0422] (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.

[0423] (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.

[0424] (Step S640-5) The main CPU 300a sets a special prize opening opening designation command for transmitting the start of opening of the special prize opening 128 (start of a round game) to the sub-control board 330 in the transmission buffer.

[0425] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.

[0426] (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.

[0427] (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.

[0428] (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.

[0429] (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.

[0430] 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.

[0431] (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 special electric accessory opening / closing port 128 is opened and closed during one round of play). As a result, if it is judged that the counter value is the upper limit value, the main CPU 300a ends the special electric accessory opening / closing switching process, and if it is judged that the counter value is not the upper limit value, it proceeds to step S641-3.

[0432] (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 large prize opening solenoid 128c, as well as timer data which is the energization time or de-energization time of the large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.

[0433] (Step S641-5) The main CPU 300a executes a special prize opening solenoid energization control process to start energization of the special prize opening solenoid 128c or to stop energization of the special prize opening solenoid 128c based on the solenoid control data extracted in step S641-3 above. By executing this special prize opening solenoid energization control process, the start or stop of energization of the special prize opening solenoid 128c is controlled in steps S400-31 and S400-33 above.

[0434] (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 special winning port 128 in one time.

[0435] (Step S641-9) The main CPU 300a determines whether the special prize opening solenoid 128c is in the energization start state, i.e., whether the control process to start energizing the special prize opening solenoid 128c has been performed in the above step S641-5. If it is determined that the special prize opening solenoid 128c is in the energization start state, the process proceeds to step S641-11, and if it is determined that the special prize opening solenoid 128c is not in the energization start state, the special prize opening opening open / close switching process is terminated.

[0436] (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.

[0437] 42 is a flowchart illustrating the special prize opening control process in the main control board 300. This special prize opening control process is executed when the special game management phase is "04H" or "08H".

[0438] (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.

[0439] (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.

[0440] (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.

[0441] (Step S650-5) The main CPU 300a determines whether the counter value of the special prize opening ball counter updated in step S500-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of wins in one round have entered the special prize opening 128. As a result, if it is determined that the specified number has not been reached, the main CPU 300a ends the special prize opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.

[0442] (Step S650-7) The main CPU 300a stops the energization of the special prize opening solenoid 128c and executes special prize opening closing processing required to close the special prize opening 128. As a result, the special prize opening 128 is brought into a closed state.

[0443] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.

[0444] (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").

[0445] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command indicating that the special prize opening 128 has been closed in the transmission buffer, and ends the special prize opening opening control process.

[0446] 43 is a flowchart illustrating the special prize opening closure validity process in the main control board 300. This special prize opening closure validity process is executed when the special game management phase is "05H" or "09H".

[0447] (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.

[0448] (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.

[0449] (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.

[0450] (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.

[0451] (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.

[0452] (Step S660-11) The main CPU 300a determines whether all game balls that entered the special 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 game balls that entered the specific area 140b and the non-specific area 140c from the number of game balls that entered the special 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 special prize opening closure validating process is terminated. Note that if the determination result that dispensing has not been completed is continuously derived over a certain period of time, error processing is performed.

[0453] (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.

[0454] (Step S660-15) The main CPU 300a turns off the specific area entry flag.

[0455] (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.

[0456] (Step S660-19) The main CPU 300a sets 03H in the special game management phase and ends the big prize opening closure validity processing.

[0457] (Step S660-21) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.

[0458] (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").

[0459] (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.

[0460] 44 is a flowchart illustrating the special prize opening end wait process in the main control board 300. This special prize opening end wait process is executed when the special game management phase is "06H" or "0AH".

[0461] (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.

[0462] (Step S670-3) The main CPU 300a loads the information stored in the spare area in step S631-19. Here, the counter values ​​of the time-saving state flag indicating the game state, the special 1 time-saving count counter, the special 2 time-saving count counter, the special 1 small win count counter, and the special 2 small win count counter are loaded.

[0463] (Step S670-5) The main CPU 300a executes a state setting process to set the game state after the end of the big prize game that was executed based on the game ball entering the specific area 140b during the small prize game. Specifically, the main CPU 300a saves the information loaded in step S670-3 in the time-saving state flag and various counters. This sets the game state after the end of the big prize game, the number of special 1 time-saving times, the number of special 2 time-saving times, the number of special 1 small prize time-saving end operations, and the number of special 2 small prize time-saving end operations.

[0464] In addition, if the game ball does not enter the specific area 140b in the small win game, that is, if the special game management phase is "OAH", the game state is not set in step S670-5.

[0465] Also, here, a process is performed to set the variable state after the end of the big win game based on the small win symbol that triggered the execution of the small win game and the currently set setting value.

[0466] In addition, in this embodiment, when a small win symbol is displayed, the game state after the big win and the counter value indicating the number of times of various conditions for ending the time-saving game are stored in the reserve area, and after the big win, the information stored in the reserve area is loaded and transferred as is. However, when a small win symbol is displayed, either the game state at the time of the small win and the type of small win symbol, or both, may be stored in the reserve area, and after the big win, the game state and counter value to be set after the big win may be determined based on the information stored in the reserve area. In any case, it is sufficient that reference information including at least one of information for setting the state after the big win and information for determining whether the ending conditions are met is stored in the reserve area based on the set game state, and the specific content of the reference information is not particularly limited.

[0467] (Step S670-7) 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.

[0468] (Step S670-9) The main CPU 300a sets in the transmission buffer the number of times designation commands corresponding to the number of times of special 1 time reduction, the number of times of special 2 time reduction, the number of times of time reduction end operation for special 1 small win, and the number of times of time reduction end operation for special 2 small win saved in the above step S670-5.

[0469] (Step S670-11) 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.

[0470] 45 is a diagram illustrating the normal game management phase. 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.

[0471] 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.

[0472] FIG. 46 is a flowchart illustrating the normal game management process (step S700) in the main control board 300.

[0473] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0474] (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.

[0475] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.

[0476] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.

[0477] 47 is a flowchart illustrating the normal symbol change waiting process in the main control board 300. This normal symbol change waiting process is executed when the normal game management phase is "00H".

[0478] (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.

[0479] (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.

[0480] (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.

[0481] (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.

[0482] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.

[0483] (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.

[0484] (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.

[0485] (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.

[0486] (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.

[0487] (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.

[0488] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.

[0489] 48 is a flowchart for explaining the normal symbol variation process in the main control board 300. This normal symbol variation process is executed when the normal game management phase is "01H".

[0490] (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.

[0491] (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.

[0492] (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.

[0493] (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.

[0494] (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.

[0495] (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.

[0496] (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.

[0497] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.

[0498] 49 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0499] (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.

[0500] (Step S730-3) The main CPU 300a checks the result of the regular lottery.

[0501] (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.

[0502] (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.

[0503] (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.

[0504] (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.

[0505] 50 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".

[0506] (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.

[0507] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.

[0508] (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.

[0509] FIG. 51 is a flowchart explaining the normal electric role winning opening / closing switching process in the main control board 300.

[0510] (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.

[0511] (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.

[0512] (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.

[0513] (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.

[0514] (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.

[0515] (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.

[0516] 52 is a flowchart explaining the normal electric device winning opening control process in the main control board 300. This normal electric device winning opening control process is executed when the normal game management phase is "04H".

[0517] (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.

[0518] (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.

[0519] (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.

[0520] (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.

[0521] (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.

[0522] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.

[0523] (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.

[0524] 53 is a flowchart explaining the normal electric accessory winning opening closing validity processing in the main control board 300. This normal electric accessory winning opening closing validity processing is executed when the normal game management phase is "05H".

[0525] (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.

[0526] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.

[0527] (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.

[0528] 54 is a flowchart explaining the normal electric device winning port end wait processing in the main control board 300. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".

[0529] (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.

[0530] (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.

[0531] As described above, the main control board 300 executes various processes, whereby the special game and the normal game progress, and the gameplay shown in FIG. 19 is realized.

[0532] 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.

[0533] In the above embodiment, an example of the application of the present invention to a type 2 gaming machine was 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 type 1 gaming machines and type 1 / type 2 mixed gaming machines. Therefore, in the above embodiment, a case where a jackpot symbol is not provided was described, but a jackpot symbol may be provided separately from a small jackpot symbol. Note that when a jackpot symbol is displayed, a major role game is executed without going through a small jackpot game. For example, in the special 1 reserve, a small jackpot symbol may not be provided, and only a jackpot symbol may be provided. When a jackpot symbol is provided, the processing such as setting a reserve area and setting a game state, which is executed when a small jackpot symbol is won in the above embodiment, may also be applied to the jackpot symbol.

[0534] In the above embodiment, the case where two modes (upper mode and lower mode) with different advantageous degrees are provided as the time-saving game state has been described. However, it is sufficient to provide at least two states with different advantageous degrees, and the game progress conditions in each state are not particularly limited.

[0535] In the above embodiment, five small win symbols are provided, and the setting state differs depending on the type of small win symbol. However, the number and type of small win symbols can be set as appropriate.

[0536] In addition, the time-saving end conditions in the above embodiment are only examples. For example, in the above embodiment, the time-saving end conditions are set to the number of times of special 1 time-saving, the number of times of special 2 time-saving, the number of times of special 1 small wins, and the number of times of special 2 small wins, but only some of these may be set.

[0537] In any case, the game board has a starting area (second starting hole 122), a movable member (movable piece 122b) that changes the ease of entry of the game ball into the starting area, a symbol determination means (step S610-11) that determines a plurality of types of symbols (special symbols) including a small win symbol based on the entry of the game ball into the starting area, a display means (step S620-17) that displays the determined symbols on the symbol display section (second special symbol display 162), and a small win game control means that opens and closes a large winning hole provided on the game board to execute a small win game after the small win symbol is displayed on the symbol display section. (Fig. 38 to Fig. 43), a big prize game control means (Fig. 38 to Fig. 43) that opens and closes the big prize opening to execute a big prize game when a game ball that has entered the big prize opening in a small prize game enters a specific area, a state setting means (step S670-5) that sets one of a plurality of states (game states) including a non-specific state (non-time-shortened game state) and a specific state (time-shortened game state) in which the game ball is more likely to enter the starting area than in the non-specific state as the state after the big prize game, and a state setting means (step S670-6) that determines whether a predetermined ending condition (the special 2 small prize count counter changes from 1 to 0) is met in the specific state. and a first state changing means (step S631-13) for ending the specific state based on the determination that the termination condition has been established, and for setting the specific state to a non-specific state (step S631-15). When a small winning symbol is displayed on the symbol display section, at least one of information for setting the state after the big win game (time-saving state flag) and information for determining whether the termination condition has been established or not (counter values ​​of the special 1 time-saving count counter, the special 2 time-saving count counter, the special 1 small winning count counter, and the special 2 small winning count counter) is displayed based on the set state. and a second state change means (step S631-21) for ending the specific state and setting it to a non-specific state when a small win symbol is displayed on the symbol display section and before the large prize opening is opened in the small win game, and when the small win symbol is displayed on the symbol display section in the specific state and the predetermined ending condition is not met (NO in step S631-13), the storage means stores the reference information in the storage area before the second state change means ends the specific state, and the state setting meansThe state can be set based on the reference information stored in the storage area.

[0538] Furthermore, the processing in the main control board 300 shown in the above embodiment is merely an example, and the order and content of the processing can be modified as appropriate.

[0539] 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.

[0540] 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.

[0541] For example, as shown in the modified example of FIG. 55, 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 a gaming state corresponding to the higher mode of the above embodiment, and the time-saving A2 gaming state is a gaming state corresponding to the lower mode of the above embodiment. Note that the time-saving gaming states set in response to the execution of a big win game, i.e., the time-saving A1 gaming state and the time-saving A2 gaming state, are collectively referred to as the time-saving A gaming state.

[0542] 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 the time-saving game state without going through the 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 the time-saving C game state. The time-saving end conditions of the time-saving C game state are, for example, the same as those of the time-saving A1 game state, which is a higher mode.

[0543] 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.

[0544] As mentioned above, the time-saving A1 game state and the time-saving C game state have the same time-saving termination conditions, and play equivalent to a higher mode is performed. Therefore, both the time-saving A1 game state and the time-saving C game state can be said to be states in which one big win game is guaranteed. However, when a big win game is executed, the game state set after the big win game differs depending on which trigger set the time-saving game state.

[0545] Specifically, for the special symbol Z4, 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 55, if the special symbol Z4 is won in the time-saving A game state, the game state is set to the time-saving A1 game state, i.e., the higher mode, after the big role play. On the other hand, if the special symbol Z4 is won in the time-saving C game state, the game state is set to the time-saving A2 game state, i.e., the lower mode, after the big role play.

[0546] Furthermore, if the special symbol Z5 is won in the time-saving A game mode, the game will be set to the time-saving A2 game mode, i.e., a lower mode, after the big win. On the other hand, if the special symbol Z5 is won in the time-saving C game mode, the game will be set to the time-saving A1 game mode, i.e., a higher mode, after the big win. Note that in this modified example, the time-saving game mode after the big win differs only for the special symbols Z4 and Z5, depending on whether the game mode at the time of winning is the time-saving A game mode or the time-saving C game mode. For other special symbols, the time-saving game mode is set to a predetermined time-saving game mode regardless of the type of time-saving game mode at the time of winning. However, the type of time-saving game mode after the big win may also be different for the special symbols Z1, Z2, and Z3, as with the special symbols Z4 and Z5.

[0547] According to the above configuration, in the time-saving A1 game state (higher mode) which is entered after winning the special pattern Z1 and playing a big role from a non-time-saving game state where the game is mainly based on the special 1 variation, as in the above embodiment, the time-saving A1 game state (higher mode) will loop after playing a big role with a 20% probability, and after playing a big role, the game will enter the time-saving A2 game state (lower mode) with an 80% probability.

[0548] On the other hand, in the non-time-saving play state, the special symbol X1, which is a specific losing symbol, is stopped and displayed, and in the time-saving C play state (higher mode) which is transitioned to without going through the big role play, after the big role play, the time-saving A1 time-saving play state (higher mode) is set with an 80% probability, and after the big role play, the time-saving A2 play state (lower mode) is transitioned to with a 20% probability.

[0549] In this way, in the modified example, when a transition is made to a higher mode without going through a major role game, the loop probability of the higher mode becomes higher only once, realizing unprecedented gameplay.

[0550] Although not included in this embodiment, a time-saving B game state may be set when the result of the big prize lottery is not obtained a predetermined number of times in a non-time-saving game state, i.e., when the ceiling function is activated, the time-saving B game state may be set. For example, in the time-saving B game state set by the activation of the ceiling function, a time-saving termination condition is set that allows the player to win one big prize, similar to the above-mentioned higher mode. In the time-saving B game state, whether the special symbol Z4 or Z5 is won, the value of the time-saving A1 game state, which occurs as a rescue function, is enhanced by controlling the game state to transition to the time-saving A1 game state.

[0551] 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.

[0552] 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.

[0553] 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).

[0554] 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.

[0555] 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."

[0556] 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.

[0557] 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).

[0558] 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]

[0559] 100 gaming machines 108 Game Board 122 Second starting point 122b Movable piece 128 Grand Prize Winner 140b Specific area 162 Second Special Pattern Display 300 Main control board 300a Main CPU 300b Main ROM 300c main RAM

Claims

[Claim 1] A gaming machine having a non-specific state and a specific state in which a gaming ball is more likely to enter a starting area than in the non-specific state, A game board on which the starting area is provided; A movable member that changes the ease with which the game ball enters the starting area; A symbol determination means for determining a plurality of types of symbols including a small winning symbol based on the entry of the gaming ball into the starting area; a display means for displaying the determined design on a design display unit; a small win game control means for opening and closing a large prize opening provided on the game board to execute a small win game after the small win symbol is displayed on the symbol display section; A big prize game control means for opening and closing the big prize opening to execute a big prize game when a game ball that has entered the big prize opening in the small prize game enters a specific area; A state setting means for setting a state after the big win game; an updating means for updating a counter value of a predetermined counter when the small winning symbol is displayed on the symbol display unit in the specific state; a first state change means for executing a first setting process to terminate the specific state and set the specific state to the non-specific state when the counter value of the predetermined counter is updated to the specific value in the specific state; When the small winning symbol is displayed on the symbol display unit, a storage means stores in a storage area reference information including at least one of information for setting a state after the big winning game and a counter value to be set in the predetermined counter based on the set state; a second state change means for executing a second setting process to terminate the specific state and set the specific state to the non-specific state before the large prize opening is opened in the small prize game when the small prize pattern is displayed on the pattern display section; Equipped with The storage means storing the reference information in the storage area after the first setting process and before the second setting process; The state setting means setting a state based on the reference information stored in the storage area; A gaming machine characterized by:

Citation Information

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